Me: Points out the obvious fact that a monospace terminal renderer requires nothing but a full-screen quad with a pixel shader that fetches glyphs from a coverage atlas. Microsoft:pic.twitter.com/75Kb5fvebL
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143859 unicode characters, you could probably store each in a 16x16 grayscale sdf and have it look decent in most places, = ~37mb texture. About on par with a single 4k RGBA texture
Far more than that. You would need a virtual texture of sorts, and perhaps even compute shaders to the get glyphs accelerated.
I remember doing this exact thing a long time ago for a small 2D game engine. I never published it anywhere because it seemed like an insignificant amount of work. Maybe I should dig it up just to get my phd?
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