With geometry data you can vertexshader mutate them a bit (grow, shrink if you have normals, change the color), with SDF data you can pixelshader mutate them a bit in the same way.
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Replying to @rikarends
Yeah, you can also do that with coverage data (non-SDF), just with some quality loss.
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Replying to @pcwalton @rikarends
I do agree that SDF would be a good option for tile generation mode. Need to think about how it would work, but I think it’s doable :)
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Replying to @rikarends
The problem with SDF is that it’s inherently hacky — there are always cases in which it fails because every texel can only represent the distance to one line (in the case of mSDF, 2 lines). So the question is how to make good enough heuristics. msdfgen is really complicated :\
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Replying to @pcwalton @rikarends
(This is why we can’t ship SDF on the web, fonts and SVGs would break)
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Replying to @pcwalton
So atleast SDF is predictable, MSDF glitches out thats bad. Atleast SDF is really just resolution dependent. Right or is SDF also lossy, i thought that with enough resolution you can always SDF something.
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Replying to @rikarends
In theory that’s true, but that doesn’t mean much in practice because you could have two points at, say, 0.100001 and 0.100002 and then to encode the difference you’d need a massive SDF. Of course, that’s a theoretical argument and it may not matter in practice.
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Replying to @pcwalton @rikarends
Note that Pathfinder snaps all points to 1/256th of a pixel. But that’s in screen space, not texture space, so it could correctly handle the case I mentioned if highly zoomed in.
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Replying to @pcwalton
Btw you are aware that pathfinder still glitches out occasionally on the tiger? (bottom of the thing, part between the teeth, and sometimes a triangle glitches) I'm sure you are but just in case.
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Yeah, I’m planning on getting that this week
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