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Update FONTS.md (#7944)
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@ -50,7 +50,9 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
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### (4) Font atlas texture fails to upload to GPU.
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This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
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Some solutions:
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
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@ -60,6 +62,8 @@ Some solutions:
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- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
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- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
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Future versions of Dear ImGui should solve this problem.
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##### [Return to Index](#index)
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---------------------------------------
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