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Imporving SDF sharp corners smoothing issue
Hi Man.I have just stumbled upon this blogpost:
http://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/
which apparently solves the problem of sharp edge smoothing effect caused by SDF .
Very interesting and nice results. Is there any implementation around ?
I suppose what he has in that's blog post is all there is. On Dec 9, 2014 4:52 AM, "Nicolas P. Rougier" [email protected] wrote:
Very interesting and nice results. Is there any implementation around ?
— Reply to this email directly or view it on GitHub https://github.com/rougier/freetype-gl/issues/46#issuecomment-66227189.
What about this? http://forum.libcinder.org/#Topic/23286000001127007
I think they are using "regular" distance fields or I missed a point.
The title clearly says "signed". But maybe it's a misprint. Edit: Nevermind, I misunderstood your original post. Carry on.
All distance-field based text rendering approaches use the "signed" distance field. That part is not the question. Whether you use a sampling of the SDF or a less destructive representation is the key differentiating factor.
Is there are reason to close this issue yet?
Well not really, but I was cleaning all the issues...
I've looked at the sharp corners techniques and while the rendering is nice, there is still a number of problem to be solved.
I suggest you to check with the author of nanovg. I recall we discussed that issue on Twitter and he said he was going to take care if it. On Dec 22, 2015 5:54 PM, "Nicolas P. Rougier" [email protected] wrote:
Well not really, but I was cleaning all the issues...
I've looked at the sharp corners techniques and while the rendering is nice, there is still a number of problem to be solved.
— Reply to this email directly or view it on GitHub https://github.com/rougier/freetype-gl/issues/46#issuecomment-166654828.
Oh great, do you have a pointer on that discussion ? From the LamdaCube3D blog post comments, it seems the author is also looking to improve the technique but there is no pointer.
For the record: https://github.com/memononen/nanovg
Wow, it was quite a long tine ago. Send him a message via githab or Twitter. On Dec 22, 2015 6:54 PM, "Nicolas P. Rougier" [email protected] wrote:
Oh great, do you have a pointer on that discussion ? From LamdaCube3D http://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/ blog post comments, it seems the author is also looking to improve the technique but there is no pointer.
For the record: https://github.com/memononen/nanovg
— Reply to this email directly or view it on GitHub https://github.com/rougier/freetype-gl/issues/46#issuecomment-166672270.
Just read: http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/
Might be worth a C translation, any volunteer ?
@rougier I can't find any convertor source codes. :(
Yes, we need a human converter... :smile:
Shader source are available: http://wdobbie.com/pdf/font.frag http://wdobbie.com/pdf/web.vert
But the actual font transform is not (from answer on my comment)