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Back-ends: imgui_java_impl_glfw via opengl3
Operating System: Debian
My Issue/Question:
Trying to get imgui to render the tone contours which are defined by tone letter sequences.
After adding a few fonts imgui renders the tone letters correct, but never the tone contours.
For example the sequence (without spaces) of "˧ ˩ ˥" should render as; ˧˩˥
Screenshots/Video
Standalone, minimal, complete and verifiable example:
As background i'm trying to render the matrix. (to have unlimited minecraft world space)
EW₃T5D⁴ = 3Dᵛᴼˣᴱˡ Numbers
˧˥˩⁰˧˩˥¹˧˥˦²˧˩˨³˧˦˦⁴˧˨˨⁵˧˥˥⁶˧˩˩⁷˥˩˧⁸˩˥˧⁹˥˦˧ᵃ˩˨˧ᵇ˦˦˧ᶜ˨˨˧ᵈ˥˥˧ᵉ˩˩˧ᶠ = red
˧˥˩₀˧˩˥₁˧˥˦₂˧˩˨₃˧˦˦₄˧˨˨₅˧˥˥₆˧˩˩₇˥˩˧₈˩˥˧₉˥˦˧ₐ˩˨˧₆˦˦˧꜀˨˨˧ₔ˥˥˧ₑ˩˩˧բ = blue
OR
⁰˧˥˩₀¹˧˩˥₁²˧˥˦₂³˧˩˨₃⁴˧˦˦₄⁵˧˨˨₅⁶˧˥˥₆⁷˧˩˩₇⁸˥˩˧₈⁹˩˥˧₉ᵃ˥˦˧ₐᵇ˩˨˧₆ᶜ˦˦˧꜀ᵈ˨˨˧ₔᵉ˥˥˧ₑᶠ˩˩˧բ
That is the basis for relative or unlimited voxel math in 3D space.
The text was updated successfully, but these errors were encountered:
Yes i noticed, so i asked, as it works in (almost) all other applications.
Will try to draw them manually or use an texture as a workaround.
Thank for the quick reply.
We use our own text rendering with really dumb text shaping. There aren't many solutions, bringing in e.g. harfbuzz would largely outweight the library size by one order of magnitude and wouldn't work without massive caching of everything which is far off from how dear imgui is designed. So the TL;DR; is it is unlike we'll ever support that sort of fancy Unicode feature in main line soon, but some people have had success doing that (e.g. #4227). Let's close this to #4227 if anything.
Version/Branch of Dear ImGui:
Version: 1.86
Back-end/Renderer/Compiler/OS
Back-ends: imgui_java_impl_glfw via opengl3
Operating System: Debian
My Issue/Question:
Trying to get imgui to render the tone contours which are defined by tone letter sequences.
After adding a few fonts imgui renders the tone letters correct, but never the tone contours.
For example the sequence (without spaces) of "˧ ˩ ˥" should render as; ˧˩˥
Screenshots/Video
Standalone, minimal, complete and verifiable example:
As background i'm trying to render the matrix. (to have unlimited minecraft world space)
Absolute coordinate system
˧˥˩ ________ ˧˥˦
|\ :\
| \ : \
| \ : \
| ˧˥˥---------˧˦˦
| : : :
˧˩˥ ___ :____˧˩˨ :
\ : \ :
\ : \ :
\ : \ :
\˧˩˩_________˧˨˨
Relative coordinate system
˩˩˧ ˥˦˧ ˦˦˧
\ | /
\|/
˩˥˧-- O --˥˩˧
/|\
/ | \
˨˨˧ ˩˨˧ ˥˥˧
Exponential WordQᵤ₈ₑ Tone⋇Kali Darthᵛᴬᴰᴰᴱᴿ
EW₁T5D⁴ = Startrek HEX
˧˥˩˧˩˥˧˥˦˧˩˨˧˦˦˧˨˨˧˥˥˧˩˩˥˩˧˩˥˧˥˦˧˩˨˧˦˦˧˨˨˧˥˥˧˩˩˧
EW₂T5D⁴ = Dīpāvalī Routing
˧˥˩⁰˧˩˥¹˧˥˦²˧˩˨³˧˦˦⁴˧˨˨⁵˧˥˥⁶˧˩˩⁷˥˩˧⁸˩˥˧⁹˥˦˧ᵃ˩˨˧ᵇ˦˦˧ᶜ˨˨˧ᵈ˥˥˧ᵉ˩˩˧ᶠ
EW₃T5D⁴ = 3Dᵛᴼˣᴱˡ Numbers
˧˥˩⁰˧˩˥¹˧˥˦²˧˩˨³˧˦˦⁴˧˨˨⁵˧˥˥⁶˧˩˩⁷˥˩˧⁸˩˥˧⁹˥˦˧ᵃ˩˨˧ᵇ˦˦˧ᶜ˨˨˧ᵈ˥˥˧ᵉ˩˩˧ᶠ = red
˧˥˩₀˧˩˥₁˧˥˦₂˧˩˨₃˧˦˦₄˧˨˨₅˧˥˥₆˧˩˩₇˥˩˧₈˩˥˧₉˥˦˧ₐ˩˨˧₆˦˦˧꜀˨˨˧ₔ˥˥˧ₑ˩˩˧բ = blue
OR
⁰˧˥˩₀¹˧˩˥₁²˧˥˦₂³˧˩˨₃⁴˧˦˦₄⁵˧˨˨₅⁶˧˥˥₆⁷˧˩˩₇⁸˥˩˧₈⁹˩˥˧₉ᵃ˥˦˧ₐᵇ˩˨˧₆ᶜ˦˦˧꜀ᵈ˨˨˧ₔᵉ˥˥˧ₑᶠ˩˩˧բ
That is the basis for relative or unlimited voxel math in 3D space.
The text was updated successfully, but these errors were encountered: