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by skalarproduktr 546 days ago
Steven's articles are always a joy. I love that he often delves into details others miss or leave out on purpose. For SDF fonts in particular, most articles skip the fact that in Valve's paper, very high-res per-glyph textures are used to produce SDFs of satisfying quality, making realtime generation rather difficult. Steven explains very nicely how to circumvent that, while still being fast and accurate (enough).