// Create the image buffer for shadow
Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ // Check whether it will be a soft shadow
+ const float& blurRadius = mModel->GetShadowBlurRadius();
+
+ if ( blurRadius > Math::MACHINE_EPSILON_1 )
+ {
+ shadowImageBuffer.ApplyGaussianBlur( blurRadius );
+ }
+
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, shadowImageBuffer, bufferWidth, bufferHeight );
}
// Don't render outline for other styles
outlineWidth = 0.0f;
}
+ if( style != Typesetter::STYLE_UNDERLINE )
+ {
+ fontClient.CreateBitmap( glyphInfo->fontId,
+ glyphInfo->index,
+ glyphData.glyphBitmap,
+ outlineWidth );
+ }
- fontClient.CreateBitmap( glyphInfo->fontId,
- glyphInfo->index,
- glyphData.glyphBitmap,
- outlineWidth );
// Sets the glyph's bitmap into the bitmap of the whole text.
if( NULL != glyphData.glyphBitmap.buffer )