Comments (4)
I managed to get a better render by redoing my shape a bit
HealthIcon.zip
I get this line down the middle now at some scales.
It looks better if I generate a regular signed distance field and use my grayscale sdf shader instead of the multichannel one, but when zooming in very far there's that weird artifact that occurs that your algorithm solves. I don't plan on zooming in far so it's OK.
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The first issue was a bug in the SVG parser which I have now fixed.
The second one is a little more complicated than it may seem. This is actually a specific edge case, where at the middle vertex, the inner angle between the two curves is exactly 360 degrees. The simplest solution would be to move the curve control points ever so slightly away from the middle to decrease this angle.
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I tested the latest and the change on 82364f9 seemed to solve the problem. Will do some more testing.
Repeated.
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This issue should be resolved by 80039d7, the fix is present in the v1.8 release.
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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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