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warrenm's profile
Warren Moore
Warren Moore
Warren Moore
@warrenm

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Warren Moore

@warrenm

Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”

San Francisco, CA
metalbyexample.com
Joined April 2008

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    1. Warren Moore‏ @warrenm Jul 5

      All of the imgui renderers I looked at use bilinear filtering (necessary for supporting user textures in a unified fashion), leading to blurriness when upsampling a low-res pixel font. Any clever tricks I’m missing, or would this best be solved by a higher-res default font?pic.twitter.com/OOYkDC4oyd

      3 replies 0 retweets 2 likes
      Show this thread
    2. Warren Moore‏ @warrenm Jul 5

      One thing that springs to mind is associating sampler state to textures or elements, allowing one to selectively request nearest sampling instead. Does that pay for itself?

      2 replies 0 retweets 0 likes
      Show this thread
    3. Andre Weissflog‏ @FlohOfWoe Jul 5
      Replying to @warrenm

      I got rid of the blurriness with kCAFilterNearest: https://github.com/floooh/sokol-samples/blob/master/metal/osxentry.m#L113 …, for the font texture I use a linear min/mag filter, BUT I noticed on MacOS Mojave that switching to fullscreen is blurry no matter what, switching back to windows it's crisp again (screenshots coming up)

      2 replies 0 retweets 0 likes
    4. Warren Moore‏ @warrenm Jul 5
      Replying to @FlohOfWoe

      The blurriness I’m talking about isn’t introduced by upscaling/compositing. The worst of it is really just bilinearly upsampling a very small pixel font.

      1 reply 0 retweets 0 likes
    5. Andre Weissflog‏ @FlohOfWoe Jul 5
      Replying to @warrenm

      hmm, this is what it looks like for me, the font texture uses MTLSamplerMinMagFilterLinear for min/magFilter and MTLSamplerMipFilterNotMipmapped for mipFilter, looks fairly crisp, this is the default fontpic.twitter.com/mjbQeJ8P14

      2 replies 0 retweets 0 likes
    6. Andre Weissflog‏ @FlohOfWoe Jul 5
      Replying to @FlohOfWoe @warrenm

      ...maybe the shader doesn't sample at the texel center for some reason? But I'm not doing anything special there, just take the UV coords I'm getting from imgui.

      1 reply 0 retweets 0 likes
    7. Andre Weissflog‏ @FlohOfWoe Jul 5
      Replying to @FlohOfWoe @warrenm

      repo is here: https://github.com/floooh/sokol-samples …, imgui demo source code is here: https://github.com/floooh/sokol-samples/blob/master/metal/imgui-metal.cc …, Metal build instructions: https://github.com/floooh/sokol-samples#to-build-for-metal-on-osx … (you'll need cmake, python and xcodebuild in the path)

      1 reply 0 retweets 0 likes
    8. Andre Weissflog‏ @FlohOfWoe Jul 5
      Replying to @FlohOfWoe @warrenm

      ...if you cloned already, please do an update, there are several Metal imgui-demos in the repository, and I had to set the filtering in the one I sent you to LINEAR (it doesn't seem to make a visual difference with the default font, but with the TTF font in the HighDPI demo)

      2 replies 0 retweets 0 likes
      Warren Moore‏ @warrenm Jul 5
      Replying to @FlohOfWoe

      k, pulling again. The version I got was indeed using nearest filtering on the font texture.

      10:02 AM - 5 Jul 2018
      • 1 Like
      • Andre Weissflog
      1 reply 0 retweets 1 like
        1. New conversation
        2. Andre Weissflog‏ @FlohOfWoe Jul 5
          Replying to @warrenm

          those other imgui demos are here: https://github.com/floooh/sokol-samples/tree/master/sapp …, these are built with the build config "sapp-metal-osx-xcode-debug" (not yet described in the readme since sokol_app.h is still WIP), the imgui-highdpi-sapp demo might be of interest (renders in Retina res with TTF font)

          1 reply 0 retweets 0 likes
        3. Andre Weissflog‏ @FlohOfWoe Jul 5
          Replying to @FlohOfWoe @warrenm

          I bet I know what's happening, I can reproduce the effect when I'm using the default font in the HighDPI demo. In my "default" ImGui demo, there's a 1:1 mapping between framebuffer pixels and "ImGui" pixels, and the MacOS composer upscales 2x... crisp with kCAFilterNearest..

          1 reply 0 retweets 0 likes
        4. Andre Weissflog‏ @FlohOfWoe Jul 5
          Replying to @FlohOfWoe @warrenm

          ...but in the HighDPI demo, 1 ImGui (or font texture) pixel is 2 framebuffer pixels, so the font texture sampling does the upscaling, and this introduces the blur...

          1 reply 0 retweets 0 likes
        5. Warren Moore‏ @warrenm Jul 5
          Replying to @FlohOfWoe

          Yeah, this is all starting to make sense. You’re using the view size in points as the drawable size, which in turn becomes the DisplaySize (with DisplayFramebufferScale = 1), so you get upscaled and thus blurry without the CA override. I can repro that now in my sample.

          1 reply 0 retweets 2 likes
        6. Andre Weissflog‏ @FlohOfWoe Jul 5
          Replying to @warrenm

          I've been experimenting a bit with giving an ImFontConfig to AddDefaultFont(), and set the OversampleH and OversampleV to 2, so that font pixels are 2x their original size, but didn't help, RasterizerMultiply=1.5 at least makes the text less 'spindly', but I don't get it 'crisp'

          0 replies 0 retweets 1 like
        7. End of conversation

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