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Add comment explaining texelSize value
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@ -253,7 +253,6 @@ namespace osu.Game.Graphics.Backgrounds
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private class TrianglesDrawNode : DrawNode
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private class TrianglesDrawNode : DrawNode
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{
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{
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private float fill = 1f;
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private float fill = 1f;
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private float texelSize = 0f;
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protected new Triangles Source => (Triangles)base.Source;
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protected new Triangles Source => (Triangles)base.Source;
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@ -295,6 +294,11 @@ namespace osu.Game.Graphics.Backgrounds
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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}
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//Due to triangles having various sizes we would need to set a different "texelSize" value for each of them, which is insanely expensive, thus we should use one single value.
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//texelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them.
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//But we still need to specify at least something, because otherwise other shader usages will override this value.
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float texelSize = 0f;
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shader.Bind();
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shader.Bind();
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shader.GetUniform<float>("thickness").UpdateValue(ref fill);
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shader.GetUniform<float>("thickness").UpdateValue(ref fill);
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shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
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shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
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