pub struct FontImage {
pub size: [usize; 2],
pub pixels: Vec<f32>,
}
Expand description
A single-channel image designed for the font texture.
Each value represents “coverage”, i.e. how much a texel is covered by a character.
This is roughly interpreted as the opacity of a white image.
Fields§
§size: [usize; 2]
width, height
pixels: Vec<f32>
The coverage value.
Often you want to use Self::srgba_pixels
instead.
Implementations§
§impl FontImage
impl FontImage
pub fn new(size: [usize; 2]) -> FontImage
pub fn width(&self) -> usize
pub fn height(&self) -> usize
pub fn srgba_pixels(&self, gamma: Option<f32>) -> impl ExactSizeIterator
pub fn srgba_pixels(&self, gamma: Option<f32>) -> impl ExactSizeIterator
Returns the textures as sRGBA
premultiplied pixels, row by row, top to bottom.
gamma
should normally be set to None
.
If you are having problems with text looking skinny and pixelated, try using a low gamma, e.g. 0.4
.
Trait Implementations§
§impl<'de> Deserialize<'de> for FontImage
impl<'de> Deserialize<'de> for FontImage
§fn deserialize<__D>(
__deserializer: __D,
) -> Result<FontImage, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<FontImage, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
§impl Serialize for FontImage
impl Serialize for FontImage
§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Serialize this value into the given Serde serializer. Read more
impl StructuralPartialEq for FontImage
Auto Trait Implementations§
impl Freeze for FontImage
impl RefUnwindSafe for FontImage
impl Send for FontImage
impl Sync for FontImage
impl Unpin for FontImage
impl UnwindSafe for FontImage
Blanket Implementations§
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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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