My general feeling nowadays is that vector graphics is not particularly complex to do on GPU, and the biggest obstacle to shipping it is the temptation to overcomplicate it.
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Pardon if I’m mischaracterizing anything here, but while I have your attention, do you still endorse the slim trapezoidization approach you took with Pathfinder 2 as the best tack on the problem?
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Sometimes! I think there are basically 3 shippable approaches. 1. Tiling (Pathfinder 3/Spinel/piet-metal). Offers rendering algorithm flexibility; good for dynamic content. 2. Tessellation (PF2/Lyon). Nice and simple for static content. 3. SDF. Quick 80% solution for text.
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