There are two antialias modes that can be set on the ID2D1RenderTarget: - one for text/glyph drawing [1] - one for everything else [2] We had to configure that in the RenderTarget. Additionally, when clipping the background color rect, we need to make sure that's aliased too. [3] ## References [1] ID2D1RenderTarget::SetTextAntialiasMode https://docs.microsoft.com/en-us/windows/win32/api/d2d1/nf-d2d1-id2d1rendertarget-settextantialiasmode [2] ID2D1RenderTarget::SetAntialiasMode https://docs.microsoft.com/en-us/windows/win32/api/d2d1/nf-d2d1-id2d1rendertarget-setantialiasmode) [3] ID2D1CommandSink::PushAxisAlignedClip https://docs.microsoft.com/en-us/windows/win32/api/d2d1_1/nf-d2d1_1-id2d1commandsink-pushaxisalignedclip) ## Validation Open and interact with midnight commander with the display scaling set to... - 100% - 125% - 150% - 175% - 200% Closes #3626 |
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lib | ||
ut_dx | ||
CustomTextLayout.cpp | ||
CustomTextLayout.h | ||
CustomTextRenderer.cpp | ||
CustomTextRenderer.h | ||
dirs | ||
DxRenderer.cpp | ||
DxRenderer.hpp | ||
precomp.cpp | ||
precomp.h | ||
ScreenPixelShader.h | ||
ScreenVertexShader.h | ||
sources.inc |