The approach I ended up with was to partition the shape into trapezoids, use a pixel shader to clip the two edge equations of each trapezoid against the pixel rectangle, and then compute the area.
This loses some quality, but I think it’s necessary to compete with signed distance fields for text rendering in 3D. SDF is almost unbeatable otherwise.
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As I understand it, SDF doesn't work for all fonts, isn't that correct? So SDF only beats Pathfinder if you don't need a generic solution to font rendering.
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Correct, but a lot of games don’t care about a general solution.
End of conversation
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