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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Granted it’s significantly more work, so SDFs are a win in simplicity.
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Replying to @pcwalton @iainmerrick
Conservative rasterization is not guaranteed available in environments I work in.
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Anyway I don’t mean to bash your work; it’s *great* to finally see an analytic SDF rasterizer. There are just lots of tradeoffs here…
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Replying to @pcwalton @iainmerrick
I not only never said it was good for everything, I never said it was good for anything!
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