GlyphPreloadOptions
Defined in: sdk/src/ui/text/glyph-preload.ts:17
ui/text/glyph-preload.ts
Putting glyphs on the atlas before they are shown, a few milliseconds a frame.
A character costs the frame it first appears in. One is nothing; the first page of a novel is hundreds, and on a phone that frame runs long. A game knows what it is about to show, so it can spend that time on its loading screen instead, spread over frames rather than in one.
This holds only the walk: which character is next, and when the frame’s budget is spent. Producing a glyph is the sink’s, so a preloaded glyph is the same atlas cell the layout would have asked for (TextPlugin.preload).
Properties
Section titled “Properties”budgetMs?
Section titled “budgetMs?”
optionalbudgetMs?:number
Defined in: sdk/src/ui/text/glyph-preload.ts:19
Milliseconds of glyph work per frame. A loading screen with nothing else to do can give it more. Default 4.