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Improve text rendering in light mode (#7290)
This changes how we convert glyph coverage to alpha (and ultimately a color), but only in light mode. This is a bit of a hack, because it doesn't fix dark-on-light text in _dark mode_ (if you have any), but for the common case this PR is a huge improvement. You can also tweak this yourself now using `Visuals::text_alpha_from_coverage` or from the UI (bottom of the image):  ## Before / After   ## Black text Before/after If you think the text above looks too weak, it's only because of the default text color. Here's how it looks like with perfectly `#000000` black text:  
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@@ -571,7 +571,11 @@ impl Renderer {
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"Mismatch between texture size and texel count"
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);
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profiling::scope!("font -> sRGBA");
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Cow::Owned(image.srgba_pixels(None).collect::<Vec<epaint::Color32>>())
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Cow::Owned(
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image
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.srgba_pixels(Default::default())
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.collect::<Vec<epaint::Color32>>(),
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)
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}
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};
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let data_bytes: &[u8] = bytemuck::cast_slice(data_color32.as_slice());
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