3 ms·
That was my first thought. This is brilliant, but the FS is way overworked, making this less practical and going back to the original solution (because it's fas
by baldajan 11y ago
That was my first thought. This is brilliant, but the FS is way overworked, making this less practical and going back to the original solution (because it's fast).
It's a trade off between speed and variability, which for games (and most apps) speed trump variability (especially because of consistent design). But given generating a texture atlas is a "1 time task"; and recompiling the curves in the GPU is per frame in the paper, the next best thing I guess is off loading the glyph atlas generator to the GPU, not CPU, since the GPU maybe faster.
It's really awesome research!