100ms is way too slow. I need 2µs per glyph or so.
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I view SDFs mostly as a lossy compression technique for storing large CPU rasterized glyphs on GPU, not as a vector format at all.
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Replying to @pcwalton @iainmerrick
That's not a use case I think of SDF being for at all. Use a 2-3bpp bitmap for that.
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Replying to @nothings @iainmerrick
Point being you have to essentially rasterize the glyph first to generate an SDF.
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Replying to @pcwalton @iainmerrick
Yes, if you're only going to use the SDF once before turning it into a bitmap, there's no point in using SDF.
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If you're going to do it more than once, then you can pay that cost once and leverage it in faster rerendering at other scales/subpixel pos.
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Replying to @nothings @iainmerrick
I’ve found that tessellation ends up faster for that case, if you defer Bezier sampling to vertex shaders. Tess shaders are even better.
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Replying to @pcwalton @iainmerrick
Antialiasing that is problematic in most environments I have experience in.
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Replying to @nothings @iainmerrick
You can do analytic antialiasing using the trapezoidal coverage algorithm and conservative rasterization.
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Seriously cool if that can be faster than (and as reliable as) a bitmap! I’m a bit skeptical of such a complex runtime approach for fonts
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Thanks, I’ll be releasing this work soon as part of Pathfinder 2. Seems very promising so far but lots to do to make it production ready!
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