Comments (1)
The algorithm that's chosen here should also consider being able to remove areas from the atlas. This is something that blocks us from using these atlases for larger more-ephemeral textures like avatars and beatmap/carousel backgrounds.
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Related Issues (20)
- Allow custom clear color for the window background HOT 5
- Crash on startup with Wayland fractional scaling
- Implement `CADisplayLink` on macOS for potentially better frame timing HOT 1
- Masking sub-tree creation can be avoided with relative ease HOT 3
- Consider using `WS_EX_NOREDIRECTIONBITMAP` HOT 1
- Flickering on fullscreen Vulkan (AMD gpu, Windows)
- SDL3: Segfault on wayland backend HOT 5
- System.AccessViolationException when reloading `TestSceneTextureUploadPerformance` on vulkan HOT 1
- Platforms other than Windows crash when last windowed mode is borderless in latest master HOT 1
- AddFont() Method can't find my font. HOT 5
- Border smoothness is lost on Android devices HOT 1
- Vulkan renderer causes the game to crash after getting to results screen HOT 2
- Fixing windows ink tablet events on SDL3 HOT 1
- Hard crash on Android due to conflicting linux and android SDL3 libs HOT 1
- README file list outdated .NET SDK version HOT 1
- Multiline text box? HOT 1
- Vscode SampleGame prelaunch tasks typoed
- Double clicking dropdowns with `AlwaysShowSearchBar` set to false gets absorbed by transparent textbox HOT 2
- High output latency on GPUs with triple buffering VSync forced HOT 12
- UseLocalVeldrid.sh would cause multiple definition HOT 1
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