"The code is open source on GitHub in case it’s useful as a reference"
Thank you!
"it’s written in the Skew programming language"
:-(
Thankfully the shader code is in GLSL as you would expect/hope.
"The code is open source on GitHub in case it’s useful as a reference"
Thank you!
"it’s written in the Skew programming language"
:-(
Thankfully the shader code is in GLSL as you would expect/hope.
I would think that, compared to the LUT texture approach, this technique is lighter in FS load but more expensive in terms of fill rate/ROP.
[1]: http://wdobbie.com/post/gpu-text-rendering-with-vector-textu...
The approach you linked too is very well thought out but each font still does pixel processing for a bezier curve, which is many orders more expensive than a clip(). Never mind the addition of a dependent read via the LUT and the tracing step.
One other downside is this technique requires two drawcalls which can be pretty painful on some platforms.
Unless you really need large ranges of scale a glyph atlas based solution will probably be the fastest on a wide range of hardware.
That's not necessarily what I'd expect, given that it's from Microsoft Research. I know they're a pretty independent bunch, but still, kudos.