Some people have asked why Pathfinder uses vertical scanlines instead of horizontal ones. It’s for historical reasons…
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Pathfinder 1 summed partial signed areas, using a linear 2D array of floats instead of a texture. Scanlines were summed with one GPU thread per line. So memory locality was better if the scanlines were vertical, because every thread would fetch and store adjacent data.
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There’s also the simple reason that scanlines are shorter when rendering an entire line of (horizontal) text if they’re vertical.
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