text/v2: update comments about CacheGlyphs

The example was not clear.
This commit is contained in:
Hajime Hoshi 2024-08-23 00:13:19 +09:00
parent a3d084e2de
commit 6056fc59eb

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@ -239,10 +239,7 @@ func Measure(text string, face Face, lineSpacingInPixels float64) (width, height
// CacheGlyphs creates all such variations for one rune, while Draw and AppendGlyphs create only necessary glyphs. // CacheGlyphs creates all such variations for one rune, while Draw and AppendGlyphs create only necessary glyphs.
// //
// Draw and AppendGlyphs automatically create and cache necessary glyphs, so usually you don't have to call CacheGlyphs explicitly. // Draw and AppendGlyphs automatically create and cache necessary glyphs, so usually you don't have to call CacheGlyphs explicitly.
// However, for example, when you call Draw for each rune of one big text, Draw tries to create the glyph cache and render it for each rune. // If you really care about the performance, CacheGlyphs might be useful.
// This is very inefficient because creating a glyph image and rendering it are different operations
// (`(*ebiten.Image).WritePixels` and `(*ebiten.Image).DrawImage`) and can never be merged as one draw call.
// CacheGlyphs creates necessary glyphs without rendering them so that these operations are likely merged into one draw call regardless of the size of the text.
// //
// CacheGlyphs is concurrent-safe. // CacheGlyphs is concurrent-safe.
func CacheGlyphs(text string, face Face) { func CacheGlyphs(text string, face Face) {