Comments (2)
Binpacking into a single texture feels like something that should be an implementation detail at a higher level, not integrated into this project directly.
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It is up to you what you do with the generated images. Nobody says that it is the final texture you have to use. That's the main reason I also made it available as a library - so that you can programatically use it to generate multiple images and stitch them together before saving to a file. And yes, you can do this just like with ordinary distance fields, the only thing to be careful about are outside colors (red, green, blue) which often fill the surroundings of the glyph - don't let different colors touch directly when placing the images next to each other, for example add a 1 pixel black padding to be sure.
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Related Issues (20)
- Just a couple of questions.
- Msdf generation fails on symbol with several nested holes HOT 4
- Alpha as input ? HOT 1
- Allow FT_LOAD_DEFAULT in import-font extension HOT 5
- Confusing SignedDistance calculation in QuadraticSegment::signedDistance
- Inverting Y Axis makes uneven baseline HOT 2
- Segfault on Empty Shape
- Chinese character rendering issues HOT 5
- The effect of render small character is not good HOT 2
- Outline effect is not good on some glphys HOT 4
- Failure to import SVG file with empty initial <g> element HOT 4
- Using vcpkg leads to compiler error in VS2022 HOT 4
- Incorrect rendering of SVG with internal path HOT 1
- New release soon? HOT 1
- Call project() after cmake_minimum_required() HOT 6
- Artifact on a certain glyph HOT 4
- SVG with Quadradic path commands generates an SDF instead of MSDF HOT 3
- Multiple character output HOT 1
- Render HOT 2
- SDF from glyph curves? HOT 2
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from msdfgen.