Comments (6)
Can you tell me what texture resolution and px range you're using?
And can you link me to the code for the example you mention?
sure. I moved from 32x32 to 48x48 and used pxrange 6. Font is arial.ttf (I used for a test) but I suppose that size, pxrange depends on font and amount of border.
shader:
https://gist.github.com/Chlumsky/263c960ae0a7df59afc2da4051eb0553
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Could you provide an example of the problem? Maybe you have the wrong shaders.
In any case, you cannot generate SDF for a "fatter" version of the font with this software, you'd have to use something else to modify the geometry.
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It's probably the same issue as I had in #67.
What is the best way to calculate distance field in shaders? This is how I do it at the moment:
uvec2 sz = PXRANGE / textureSize(msdfa, 0).xy;
float dx = dFdx(texCoords.x) * sz.x;
float dy = dFdy(texCoords.y) * sz.y;
float toPixels = 8 * inversesqrt(dx * dx + dy * dy);
return clamp(dist * toPixels + 0.5f, 0.0f, 1.0f);
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Hi,
sorry for the delay. I thought it wasn't the same problem as #67 (that's why I opened a new issue) but actually it was the same indeed. Increasing pxrange and a little bit the texture resolution fixed the problem
I was using the shadron example for MSDF + border + shadows.
thanks to both.
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Can you tell me what texture resolution and px range you're using?
And can you link me to the code for the example you mention?
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Thank you so much!
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