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@qqq upload it as a texture using webgl? 😉


oh i thought there might be a better way of doing it than iterating through the array


Is there an online service that turns IRC into a bit more friendly thing like Slack, so you can read the history when you’ve not connected for a while? I have setup my own znc bouncer on my VPN, but I want something I don’t have to tweak and think about very much


@borkdude IRCCloud is afaik best such service


@juhoteperi cool, do you use it?


testing it now


@borkdude Yes, though I check it quite rarely nowadays


@borkdude I use IRCloud; it’s good


@hmaurer is there also a desktop version?


@borkdude not sure; I use the web version


I just implemented SDF in WebGL. I have compared it to other impls. I'm pretty sure I'm doing everything right. Generating a 32x32 or 64x64 image -- and then scaling it up -- it looks fine. However, when I try to scale it down to render small text (say 12 pixels tall) it looks wrong / jagged, as if someone dropped a water droplet on the text, let the ink smear, then dried it. (I suspect this has something to do with mipmapping and GL linear interpolation). Anyone know how to resolve this issue?


pics or it didn't happen 😛

qqq20:03:02 on the surface looks great, but doesn't perform so great either on smaller font size


yeah, that's aliasing at work


so in the SDF example it looks like linear interpolation is making it look like that


in the upper example that's the lack of font smoothing


I've given up on sdf for small size text. I'm now searching for low poly fonts, and find myself on CNC / laser cutting forums, where people are talking about taking ttf fonts, then importing the geom into solidworks, changing the splines to lines, and laser cutting them.

😅 4

Yeah, be aware that this sort of stuff is not easy to fix. For the longest time OSX fonts were fuzzy, and Windows fonts were jagged


there's always bitmapped fonts


worse yet, apparently the next level is to go into subpixel rendering, where you take the RGB layout of the LCD screen into account, as well as human perception of color, so there's not 'colored edges' -- I'm going to wait and let someone else write a nice library over GL for this 🙂