render/glyph_atlas
library
Classes
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GlyphAtlas
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A GPU glyph atlas: each distinct glyph (codepoint × bold × italic × wide) is
rasterized ONCE as a white coverage mask into a single ui.Image, so the
painter can submit a whole frame's glyphs with one
Canvas.drawRawAtlas
instead of one drawParagraph per cell. Per-cell foreground color is applied
at draw time via the atlas colors array with BlendMode.modulate
(white_mask × color = tinted glyph), so the atlas never duplicates a glyph
per color — mirroring native Alacritty's atlas + instanced text shader.