Btw the guy that wrote msdfgen did all the 'actual' hard work to get multichannel sdfs usable, i wrote some tools around it so i could use it and fixed up the JS plumbing/shaders.
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Replying to @rikarends @micahstubbs
Oh right, msdfgen's not for running clientside. I'm really hoping to keep processing clentside, to generate the atlas in a context that can be aware of web fonts etc. I wonder if it can go into webASM!
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Replying to @zachernuk @micahstubbs
It for sure can go into webasm, however i didn't feel like doing that. But feel free to do so. Also it takes a bit of time, so it would be some kind of background process for a bit in a page.
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It will however make your fonts truly scale independent and render beautifully if you stick to the domain of applicability (whatever that may be for you)
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As in, i would advise to compile the fonts offline and deliver via gzip, and stick to the usecase yr trying to solve. Compiling them in the client is, lets say highly suboptimal.
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In the sense that i would never want to deploy something on web that did that, however practical it may be on the side of not having to precompile fonts.
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However to have it available as a little web-page utility that can offline make fonts, that would be pretty useful.
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It could theoretically even function as some kind of 'preloader' on a webpage for when you hit it the first time, but it won't be pretty in terms of first load times.
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Replying to @rikarends @micahstubbs
I like that idea! It's likely that the SDF glyph atlas would be pretty small on disk, so you could cache and keep in local storage - until browser vendors figure out what they want to do with this stuff :)
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Replying to @zachernuk @micahstubbs
Keep an eye on what
@pcwalton is doing with pathfinder rendering of fonts on GPU, it's my best bet for the next cool font engine for webGL.1 reply 0 retweets 2 likes
Pathfinder has an offline compiler, BTW. Working on some nice large simplifications to the shaders…
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