webgl-operate
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labeling: mipmap for glyph textures
Create mipmap glyph textures and use them for rendering. Evaluate performance and visual result, comparing to /combining with anti-aliasing methods.
As far as I understand SDFs, it should neither result in better performance nor quality ... (even added memory overhead). Only for plain bitmap based glyphs mip mapping could be useful. But then again, the mip maps should be generated by an asset generator explicitly instead of just down scaling.
I understand that, too. But the following ressource implies that mipmapping is a good idea: libgdx But this might be use-case-specific to libgdx.
Yes, it requires an asset generator that supports mipmaps. Could be an issue for the OpenLL Asset Generator.
Do you think it is worth it? I think there are more important issues.
hmm. Ok. It's not hard to test. Lets test this when rendering in one of the use cases works and decide based on the results.
A variation of this could be interesting: apparently, some font designs have variations in the font face depending on the font size, see optical sizes. So the idea is, could we offer a variated "mipmap" with those font face variations? Or is this out of scope?