A look at Pathfinder, a GPU vector graphics renderer written in Rust by @pcwalton https://nical.github.io/posts/a-look-at-pathfinder.html …
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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or at least work without degrading the edge quality.. but perhaps that's actually what you want here.. for lots of edges, the range increases, but edges start looking quantized.
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BTW, Apple’s implementation of WebGL 1 supports R16F although it’s undocumented. Anyway, the real win in compat would be GLES 2, but I don’t see how that’s possible at the moment without multisampling :(
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Hmm.. maybe you could do it with manual blending in FS? I.e. have a "final" target that stores 16 bits in rg and does the math to split bits betwe them. Each pass renders one edge per tile into an 8 bpp coverage. A full screen pass to merge them into the 16 bit coverage buffer.
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