3 ms·
It'll work on arbitrary geometry the same as any other texture. The Valve technique starts with "distance to the edge" encoded in each pixel of the texture. B
by corysama 7y ago
It'll work on arbitrary geometry the same as any other texture.
The Valve technique starts with "distance to the edge" encoded in each pixel of the texture. Bilinear filtering turns that into a piecewise-linear approximation of the true value for each interpolated point. Thresholding that gives you a black or white depending on if a given point is inside or outside of the threshold distance from the edge. Thus, you get hard, straight edged results at pixel resolution regardless of resolution of the font texture.
This technique extends Valve's by combining multiple piecewise-linear approximations to work around the limitations of approximating corners that are not aligned with the texel grid.