I’m increasingly thinking that vector textures could be a really useful way to keep GPU memory usage down in general. Interesting to contrast with texture compression. Compression solves the problem of texture memory usage “head-on”; vectors route around the problem.
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Wow! Is this an offshoot or extension of the Pathfinder work?
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Sort of both. I was never really happy with Pathfinder’s 3D support, so I’ve wanted to switch over to sparse virtual texturing for a while. Then I realized that this work can be generalized beyond Pathfinder.
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how expensive is this? could you have a game using a lot of these svg textures?

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Pretty cheap, as the cache hit rate is really high. I’m thinking about games and VR interfaces as use cases. If I had infinite time I’d make SVGDoom—Doom where all the textures are SVGs :)
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the tiger is always quite a nightmare, it's quite a heavy and complex svg use case, is this working on webgl ?
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Working on it! It should be WebGL compatible.
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Is this rendering the svg in the tiles of a virtual texture (similar to procedural virtual texturing) or is it related to vector textures similar to this: https://wdobbie.com/post/gpu-text-rendering-with-vector-textures … Or maybe both?
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It’s procedural virtual texturing combined with a GPU SVG renderer, Pathfinder. Different approach for the GPU SVG renderer than Dobbie’s: https://nical.github.io/posts/a-look-at-pathfinder.html …
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COOL!I'm guessing vector textures is a technique to convert the old pipeline "vector -> bitmap -> texture" to "vector -> pixel coords -> directly render", which is also used in font rendering which has big fontsize or projection transform?
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