4 ms·
Any alternative solutions for the problem of GPU text rendering (that are not patent infringing)?
by korijn 6y ago
Any alternative solutions for the problem of GPU text rendering (that are not patent infringing)?
- srgpqt 6y agoFOSS does not magically circumvent patents.
- orhmeh09 6y agoIs there a serious risk of patent enforcement in common open source repositories ranging from GitHub to PPAs and Linux package repositories located outside any relevant jurisdictions?
- korijn 6y agoDoes that imply it's possible to implement 2D font/vector graphics rendering on a GPU and end up getting burned by patent law? I am having a hard time imagining they were awarded such a generic patent. Anyway, I will adjust my question based on your feedback.
- djmips 6y agoA signed distance field approach can be good depending on what you're after. https://github.com/libgdx/libgdx/wiki/Distance-field-fonts https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
- onion2k 6y agoThere's a great WebGL library for doing that on the web using any .ttf, .otf, or .woff font - https://github.com/protectwise/troika/tree/master/packages/troika-three-text https://github.com/protectwise/troika/tree/master/packages/t...
- pvidler 6y agoYou can always render the text to a texture offline as a signed distance field and just draw out quads as needed at render time. This will always be faster than drawing from the curves, and rendering from an SDF (especially multi-channel variants) scales surprisingly well if you choose the texture/glyph size well. A little more info: https://blog.mapbox.com/drawing-text-with-signed-distance-fields-in-mapbox-gl-b0933af6f817 https://blog.mapbox.com/drawing-text-with-signed-distance-fi... MIT-licensed open-source multi-channel glyph generation: https://github.com/Chlumsky/msdfgen https://github.com/Chlumsky/msdfgen The only remaining issue would be the kerning/layout, which is admittedly far from simple.