When used for font rendering, signed distance fields are best understood as a *compression* technique, not a rendering algorithm at all.
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Replying to @pcwalton
Why is that? They represent/yield something very different than anything you can get with ordinary raster textures.
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Replying to @RichFelker
They scale up to about 4x the texture size, then they usually become unacceptably distorted. So comparison is between SDF vs. 4x raster.
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Replying to @pcwalton @RichFelker
If you’re OK with the distortion above ~4x, then SDFs can be useful. But if you have hard quality bounds, then they’re just compression.
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Replying to @pcwalton
The way they distort is certainly different (and much less awful) than raster scaling. A while back I saw an improvement on SDF that did better still.
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Replying to @RichFelker @pcwalton
Perhaps this:https://github.com/Chlumsky/msdfgen …
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