I’ve now implemented an all-GPU-compute pipeline in a Pathfinder branch, avoiding the rasterizer entirely (CPU still used for tiling). However, so far it seems that using compute shader to create vector tiles and the standard GPU rasterizer to composite them is fastest…
-
-
If you have the Bézier roots, and are calculating analytical coverage, then saving distances is not that much more effort and they scale almost perfectly. It needs to consider the next and prior contour at each point. I’ve not looked closely enough at Viktor’s code tho...
-
msdfgen has a bunch of hacks to do geometric simplification because mSDF can only encode C1 OP C2 per texel, where OP is AND or OR. Can’t work as a general solution, it’d break too much content. (It tends to fail on fonts like Roboto Ultra Light; that’s why Android rejected it)
- 2 more replies
New conversation -
-
-
Sparse virtual texturing gets you an unbounded number of features per tile because you can just subdivide tiles as far as you need. This would be for static vector graphics only—the use case being text or texturing models in games, where you can bake during build time.
-
One annoyance with SDF is that it encodes curves as axis aligned hyperbolas, which are not very flexible compared to Beziers. The speed and simplicity are great though...
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.