Immediate-mode in pure C is a nice constraint. how does it handle text rendering, do you bring your own atlas or is there something built in? Thats usually the part that balloons the dependency footprint.
Immediate-mode in pure C is a nice constraint. how does it handle text rendering, do you bring your own atlas or is there something built in? Thats usually the part that balloons the dependency footprint.
The demo uses a simple prebuilt fixed-size font atlas texture and renders the entire UI (including character quads) via batched glDrawElements calls (one draw call per clip-rect).
But the way how text rendering is delegated to the user is quite flexible, microui basically calls these three user-provided functions:
...how r_draw_text() is implemented is then entirely up to you.it does not, it basically delegate that part to lower level library for which you have to write the glue code for, there is an example for SDL.