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Description
What problem does this solve or what need does it fill?
With per section color storage:
- Text extraction has to query for the
TextColor
components seperately, adding extra complexity to the extraction function and degrading performance. - A new extracted item has to be queued per color change. This will be very expensive if you have a lot of different coloured glyphs.
What solution would you like?
Store colors in TextLayoutInfo
and the extraction buffers per per glyph/slice
Alternatives
We could store the colors in a separate list of (Color, Range<usize>)
or something.
The synchronisation would add complexity though and for games it's common to have large numbers of small text labels where per glpyh storage should be more efficient.