do not round variation axes
we introduced this to possibly decrease memory footprint, but some fonts are more granular than others
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@ -98,7 +98,7 @@ void GPUFontLayer::setProps(const Props & props){
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glyphAppearance.letterSpacing = vProps.letterSpacing;
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for(const auto & fv : vProps.fontVariations){
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glyphIdentity.coords.push_back(
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std::move(ofxGPUFont::float2f16dot16(round(fv.value * 0.1) * 10)) // convert to FT
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std::move(ofxGPUFont::float2f16dot16(fv.value)) // convert to FT
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// NOTE: we are also rounding here, since in practice a variation
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// of 100.0 will not look much different than 100.124
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);
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