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KakCAT avatar KakCAT commented on July 20, 2024 1

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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Chlumsky avatar Chlumsky commented on July 20, 2024

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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Rhumage avatar Rhumage commented on July 20, 2024

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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KakCAT avatar KakCAT commented on July 20, 2024

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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Rhumage avatar Rhumage commented on July 20, 2024

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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Rhumage avatar Rhumage commented on July 20, 2024

Thank you so much!

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