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…
Current browsers draw pretty much everything on CPU, except (rounded) rects. gw, kvark, and I are working to change that with WebRender :)
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And just to fill in some gaps, my games (and many others) use precalculated font bitmaps, rendered on GPU.
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There's a spectrum of solutions depending on whether you use the same bitmap at different sizes, generate at runtime, use SDF, etc
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