Revert metadata row for sprites

Store in a separate VAO instead more performant as it uses less VRAM and
allows shader lookup co-ords to be passed to fragment shaders without
calculation in the fragment shader.
This commit is contained in:
Kovid Goyal
2024-12-13 13:18:35 +05:30
parent 9e9ab3e6f9
commit b2a4db2028
7 changed files with 21 additions and 29 deletions

View File

@@ -268,7 +268,7 @@ class FontBaseTest(BaseTest):
self.addCleanup(self.rmtree_ignoring_errors, self.tdir)
path = self.path_for_font(self.font_name) if self.font_name else ''
tc = setup_for_testing(size=self.font_size, dpi=self.dpi, main_face_path=path)
self.sprites, self.sprite_metadata, self.cell_width, self.cell_height = tc.__enter__()
self.sprites, self.cell_width, self.cell_height = tc.__enter__()
self.addCleanup(tc.__exit__)
self.assertEqual([k[0] for k in self.sprites], list(range(11)))
@@ -283,7 +283,7 @@ class Rendering(FontBaseTest):
def test_sprite_map(self):
sprite_map_set_limits(10, 2)
sprite_map_set_layout(5, 4) # 4 because of metadata row
sprite_map_set_layout(5, 5)
self.ae(test_sprite_position_for(0), (0, 0, 0))
self.ae(test_sprite_position_for(1), (1, 0, 0))
self.ae(test_sprite_position_for(2), (0, 1, 0))