Rendering Crispy Text On The GPU
It’s not the first time I’ve fallen down the rabbit-hole of rendering text in real time. Every time I’ve looked into it an inkling of dissatisfaction always remained, either aliasing, large textures, slow build times, minification/magnification, smooth movement, etc.
Last time I landed on a solution using Multi-Channel Signed Distance Fields (SDFs) which was working well. However there was still a few things that bothered me and I just needed a little excuse to jump back into the topic.
That exc...
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