A look at Pathfinder, a GPU vector graphics renderer written in Rust by @pcwalton https://nical.github.io/posts/a-look-at-pathfinder.html …
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.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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