This commit updates the `nvgBeginFrame()` function to forward the received `devicePixelRatio` parameter to the `renderViewport()` function so it is possible to configure the environemnt correctly when using `bgfx` backend.
This commit implements a new nvgCancelFrame() function for the purpose described in #168.
Currently, if calling nvgBeginFrame(), the nvgEndFrame() function must be called to finish the drawing. However, if knowing the drawing would take too much time and want to give up the drawing. There is no way to cancel it. nvgCancelFrame() gives another choice to end the frame without actually drawing.
- API changed!
- moved image repeat from nvgImagePattern() into image creation
nvgCreateImage*()
- made flip-y and premultiplied common image flags (not just GL)
- removed nvglImageFlags(), flags passed in via
nvglCreateImageFromHandle() flags
- nvgluCreateFramebuffer takes image flags as param
- all colors in the shader is handled as premultiplied
- removed alphaBlend param from nvgBeginFrame(), it became obsolete
- added NVGL_TEXTURE_PREMULTIPLIED flag
- separated FBO example
- FBOs are treated as premultipied for correct alpha
- changed FBO storage from depth/stencil 24/8 to stencil 8
- moved discard to end of shader which restores the render speed again
- nvgTextBounds() API changed, assumes x,y as input too
- fixed nvgTextBounds() return values
- added nvgTextBoxBounds()
- text line width is handle more consistently
- added note about return values of text measure funds
- changed demo to show text(box)bounds usage
- added debug configs for the lib
- added more data for font stash text iterator (ptr to current and next
position in string, code point)
- renamed nvgVertMetrics() to nvgTextMetrics()
- added nvgTextGlyphPositions() which returns glyph x position for the
text
- added nvgTextBreakLines breaks a text into multiple rows based on
newlines and max row width
- tweaked tessellation tolerance
- changed tessellation flatness test which produces less vertices
(especially when using straight lines)
- added nvgDebugDumpPathCache which allows to dump path cache state to
stout
- moved demo stuff to separate file
- created two separate examples for gl2 and gl3
- initial stab at OGL 3.2 core profile back-end (currently twice as
slows as 2.0)
- API change: glBeginFrame() takes view witdth and height as input
- added FPS counter to demo