A look at Pathfinder, a GPU vector graphics renderer written in Rust by @pcwalton https://nical.github.io/posts/a-look-at-pathfinder.html …
Actually I guess it doesn’t, because I could do two passes, one for + and one for -, changing the blend equation in between.
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Assuming I clear to a neutral value, like 0x80000000 or whatever. I use R16F, by the way, not R32F. In practice this makes a big difference as R16F is supported on PowerVR while R32F isn’t. Really, though, this is minor as R16F is supported practically everywhere GL3 is.
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I guess a 16 bit integer would give you a larger range over 16F, allowing it to work with more edges per tile.
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Ah right, that's why you want it signed. But yeah, signed integer formats are requried by OpenGL ES 3.0 as far as I can tell from the spec.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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