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There's also the option of rendering text as meshes. TextMeshPro goes one step further and uses signed distance fields to handle arbitrary scale. https://docs
by bob1029 2y ago
There's also the option of rendering text as meshes.
TextMeshPro goes one step further and uses signed distance fields to handle arbitrary scale.
https://docs.unity3d.com/Packages/com.unity.textmeshpro@4.0/manual/FontAssetsSDF.html https://docs.unity3d.com/Packages/com.unity.textmeshpro@4.0/...
- jsheard 2y agoGoing one step further still there's the option of evaluating font curves directly on the GPU, which can be high quality regardless of scale or perspective. That turns out to be very difficult to do efficiently but it can be done. e.g. https://sluglibrary.com https://sluglibrary.com Meshes and SDFs are much simpler on the GPU side but scaling them up too much can compromise accuracy, and scaling meshes down too much can introduce aliasing.
- ath92 2y agoAnother example of this by Evan Wallace (founder of Figma): https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac https://medium.com/@evanwallace/easy-scalable-text-rendering... (code: https://github.com/evanw/theta https://github.com/evanw/theta)
- tomduncalf 2y agoWhat a great write up of a clever technique, I don’t know much about graphics but I could follow it. I submitted to HN as I’m sure others will also enjoy it :) thanks for sharing!