Glyphy, a text renderer implemented using OpenGL ES2 shaders:
http://tech.slashdot.org/story/14/01/15 ... s2-shaders
https://code.google.com/p/glyphy/
Glyphy uploads typeface vectors to the GPU and renders text in real time, performing perspective correct antialiasing.
Josh could this be useful? Fun? A step up from freetype?
Post
Sat Jan 25, 2014 6:11 pm
#2
Re: Signed-distance-field (SDF) text renderer
Mmmm was totally unaware of this. Another nice, clean C library to investigate
Thanks for this, looks like a really nice candidate...and having access to the distance fields would be a huge win!!
Thanks for this, looks like a really nice candidate...and having access to the distance fields would be a huge win!!
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Jan 26, 2014 2:53 pm
#3
Re: Signed-distance-field (SDF) text renderer
Your welcomeJoshParnell wrote:Mmmm was totally unaware of this. Another nice, clean C library to investigate
Thanks for this, looks like a really nice candidate...and having access to the distance fields would be a huge win!!
Post
Sun Jan 26, 2014 11:18 pm
#4
Re: Signed-distance-field (SDF) text renderer
sdf? how about vector graphics?
Post
Tue Nov 25, 2014 1:26 am
#5
Re: Signed-distance-field (SDF) text renderer
Ha ha you did it
... but you did not use some third party lib, you did your own stuff ... hat of for you sir
... but you did not use some third party lib, you did your own stuff ... hat of for you sir
Post
Tue Nov 25, 2014 2:34 am
#6
Re: Signed-distance-field (SDF) text renderer
He had me at "kerning."
Post
Tue Nov 25, 2014 7:42 am
#7
I went back and re-watched the presentation on Glyphy. I see they do use some fanciness beyond SDF by approximating the glyph with arcs. I would be very curious to see how this stacks up against LT's implementation, which uses SDFs plus bicubic reconstruction (meaning, in theory, cubic beziers can be perfectly reconstructed from the distance field). My gut tells me that bicubic reconstruction is a vastly simpler way to eliminate the linear artifacts of vanilla SDF rendering, without having to increase the complexity of the storage medium.
But that's just a theory
Re: Signed-distance-field (SDF) text renderer
Thank you sircodeape wrote:Ha ha you did it
... but you did not use some third party lib, you did your own stuff ... hat of for you sir
I went back and re-watched the presentation on Glyphy. I see they do use some fanciness beyond SDF by approximating the glyph with arcs. I would be very curious to see how this stacks up against LT's implementation, which uses SDFs plus bicubic reconstruction (meaning, in theory, cubic beziers can be perfectly reconstructed from the distance field). My gut tells me that bicubic reconstruction is a vastly simpler way to eliminate the linear artifacts of vanilla SDF rendering, without having to increase the complexity of the storage medium.
But that's just a theory
It was only with this project that I realized just how awful text looks without it Definitely not an optional feature for font renderingFlatfingers wrote:He had me at "kerning."
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Tue Nov 25, 2014 7:48 am
#9
Re: Signed-distance-field (SDF) text renderer
Cornflakes_91 wrote:...
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Tue Nov 25, 2014 9:08 am
#11
Re: Signed-distance-field (SDF) text renderer
I really enjoyed that
Post
Tue Nov 25, 2014 3:45 pm
#12
Re: Signed-distance-field (SDF) text renderer
I had a question about the text rendering stuff in LT that's been implemented recently, so this thread will do.. right?
Will we be seeing text being written on to the side of game objects? or is it only for the text in the GUI itself?
When I saw the posts about the text rendering, my first and pretty much only thought was how cool it would be to have your own company/corporation identifier and name on the side of cargo containers and other items created by you etc... like a dynamic labeling system.
Will we be seeing text being written on to the side of game objects? or is it only for the text in the GUI itself?
When I saw the posts about the text rendering, my first and pretty much only thought was how cool it would be to have your own company/corporation identifier and name on the side of cargo containers and other items created by you etc... like a dynamic labeling system.
Post
Tue Nov 25, 2014 6:04 pm
#13
Re: Signed-distance-field (SDF) text renderer
Yes, mentioned being very excited about this in the dev logs. I have already conducted successful tests Sadly, not sure we will get to see that in this video. But...the mechanism for doing what you describe is in deed therelight487 wrote:I had a question about the text rendering stuff in LT that's been implemented recently, so this thread will do.. right?
Will we be seeing text being written on to the side of game objects? or is it only for the text in the GUI itself?
When I saw the posts about the text rendering, my first and pretty much only thought was how cool it would be to have your own company/corporation identifier and name on the side of cargo containers and other items created by you etc... like a dynamic labeling system.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Tue Nov 25, 2014 6:18 pm
#14
Re: Signed-distance-field (SDF) text renderer
That sounds great! I thought that might have been the case but I needed it confirmed
Post
Tue Nov 25, 2014 10:31 pm
#15
It was worth it.
Re: Signed-distance-field (SDF) text renderer
Mrs. Flatfingers gave me a look for laughing so hard at this.JoshParnell wrote:
It was worth it.