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by Negative1
3725 days ago
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What I like most about this technique as opposed to other "draw a font as curves in a shader" approaches is that it's actually very fillrate friendly. Instead of drawing a quad and calculating curves (or curve segments) over all of those pixels/fragments, you draw the font outline in polygons which restricts where pixel processing occurs. The whole thing actually reminds me of Carmack's Reverse stencil shadow technique (which grave nice crisp edged shadows but also stopped pixel processing for shadowed regions). "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. |
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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...