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Why are the default glyphs such bad quality? #8428

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Please-just-dont opened this issue Feb 22, 2025 · 4 comments
Open

Why are the default glyphs such bad quality? #8428

Please-just-dont opened this issue Feb 22, 2025 · 4 comments

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@Please-just-dont
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Please-just-dont commented Feb 22, 2025

Details:

This is an image of the font atlas that's built at startup. No matter which font I load the default glyphs, by which I mean the cursor stuff and the triangle are small and not antialiased:

Image

Is there any way to make a bigger version of these? Especially the triangle as it's very visible when drawing antialiased lines:

Image

@nicolasnoble
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nicolasnoble commented Feb 23, 2025

You'd need to change this in your copy of ImGui:

imgui/imgui_draw.cpp

Lines 2422 to 2472 in 74afea0

// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
// (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor()
{ ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor()
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};

@Please-just-dont
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@nicolasnoble I see. What about the triangle?

@nicolasnoble
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imgui/imgui_draw.cpp

Lines 3273 to 3316 in 74afea0

// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
IM_ASSERT(r->IsPacked());
for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
{
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
int y = n;
int line_width = n;
int pad_left = (r->Width - line_width) / 2;
int pad_right = r->Width - (pad_left + line_width);
// Write each slice
IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
if (atlas->TexPixelsAlpha8 != NULL)
{
unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
}
else
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}

@ocornut
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ocornut commented Feb 23, 2025

The triangle is used during rendering of thick lines.

It doesn’t need to be bigger. If you have a rendering issue please submit the rendering issue with all requested informations. Right now you are merely suggesting an issue and theorizing that the triangle has something to do with it.

cursor stuff and the triangle are small and not antialiased:

What’s your actual problem? You seem to be asking about mouse cursors that you don’t use?

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