Woot! Is it cheap in terms of power as well?
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I'm also looking at using Green's Theorem to do per-pixel exact area on quadratic Béziers, but not sure yet whether that's a win compared with going through polyline first.
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So right now, is your compute shader basically running a conventional scan-line algorithm on a bunch of polylines and writing to multiple pixels in the same GPU thread?
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Putting glyphs in 3d space and later alias / render / fill the areas in 3d should give less aliasing than 2d text rendered reprojected in 3d.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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