Comments (5)
Post pictures.
from msdfgen.
This image is rendered by a 32 * 32 size texture.
This image is rendered by a 64 * 64 size texture. The hole is very small in the middle of the image. But when I use OpenGL to render this, a few holes appeared.
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The lines in the font are way too thin for low resolution distance fields. Every line should be at least 1 or 2 pixels thick in the distance field in order to be encoded properly.
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When I use a 128 *128 size texture, this problem disappeared. Thank you.
By the way, is there any way to solve this problem when using a low-resolution SDF texture?
from msdfgen.
You would have to make sure that the opposite edges that are close together have different colors in the MSDF scheme, but since there are only 3 available colors and you also need to switch them at corners, it may not be possible to satisfy both constraints. It is likely possible to generalize MSDF to 5 or more colors (channels), which would require multiple texture lookups, but I haven't tried implementing this.
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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
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- 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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