Additionally, the original Loop-Blinn technique uses a constrained Delaunay triangulation to produce the mesh, which is too expensive (O(n^3) IIRC) to compute in real time. You need a faster technique, which is really tricky because it has to preserve curves (splitting when convex hulls intersect) and deal with self-intersection. Most of the work in Pathfinder 2 has gone into optimizing this step. In practice people usually use the stencil buffer to compute the fill rule, which hurts performance as it effectively computes the winding number from scratch for each pixel.
The good news is that it's quite possible to render glyphs quickly and with excellent antialiasing on the GPU using other techniques. There's lots of miscellaneous engineering work to do, but I'm pretty confident in Pathfinder's approach these days.