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by Negative1
3726 days ago
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Stencil check rejections based on overdraw don't hurt as much as you'd think. Liken it to a clip() (or discard), which is a single instruction. The GPU pipeline optimizes for this. 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. |
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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.