There's a lot of duplication between the webgl renderer and the canvas renderer in their respective texture atlas', they both essentially do the same thing with slightly different interfaces. This is particularly important for all the rendering edge cases, if they shared the same texture atlas code they would pretty much always look the same except for the cases where the glyphs are printed beyond the cell in the canvas renderer (as it clips each row).
I think we should move this to core similar to CustomGlyphs.ts, which is in core to share with addons, but not compiled into core itself: https://github.com/xtermjs/xterm.js/blob/master/src/browser/renderer/CustomGlyphs.ts
Related: #4062, microsoft/vscode#158984
There's a lot of duplication between the webgl renderer and the canvas renderer in their respective texture atlas', they both essentially do the same thing with slightly different interfaces. This is particularly important for all the rendering edge cases, if they shared the same texture atlas code they would pretty much always look the same except for the cases where the glyphs are printed beyond the cell in the canvas renderer (as it clips each row).
I think we should move this to core similar to
CustomGlyphs.ts, which is in core to share with addons, but not compiled into core itself: https://github.com/xtermjs/xterm.js/blob/master/src/browser/renderer/CustomGlyphs.tsRelated: #4062, microsoft/vscode#158984