draco
msdfgen
draco | msdfgen | |
---|---|---|
4 | 27 | |
6,256 | 3,723 | |
1.2% | - | |
4.3 | 7.0 | |
13 days ago | 2 days ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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draco
- how can I reduce size of a gltf file for web use?
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How are rust devs doing?
File size is important on the web, so I wanted to use Draco, which doesn't have good support for Rust (though I'm sure clean bindings are possible).
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WebAssembly vs. JavaScript: The Complete Guide
No direct DOM access is a bit of a pain, you're definitely not going to write your whole app in WASM anytime soon - it makes for decently good modules though, for example the Draco 3D geometry library provides a nice and clean WASM encoder/decoder module.
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webVR ThreeJS games, hosting assets, cost-effective solutions?
This is not a direct solution to your problem. But you could use a compression tool like https://github.com/google/draco to reduce the total filesize.
msdfgen
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Shader Park Is Kinda Neat
This very well explained here https://github.com/Chlumsky/msdfgen and with more details in link d pdf.
Basically, signed distance fields allow high resolution renders from low resolution rasters which represent character shape.
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SDF font rendering & cuttoff parameter value
No idea how to help you but I will just drop this since it improved the quality for me by 1000 https://github.com/Chlumsky/msdfgen
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Best approach to render a lot of text.
And that's the complicated state of the art version for 3D perspective. Other versions are even simpler.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
This is known as a “multi-channel signed distance field”, or “msdf”.
https://github.com/Chlumsky/msdfgen
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Font question: What software do you use to create "Signed Distance Field" from OTF or TTF?
I use this, free and has been very good for me https://github.com/Chlumsky/msdfgen
- MelonJS – a fresh and lightweight JavaScript game engine
- What is the maximum number of texture2D's I can have in a single texture array uniform binding?
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Why are SDF editors not more popular for creating assets?
Distance fields are not slow to render. They don't need a powerful gpu. Valve was already using SDF for textures in 2007 and released a paper about it. MSDF (multi channel signed distance fields) is a popular text libraries for game engine devs that uses distance fields. Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading will all require specialized tooling and likely a specialized engine for very little benefit (imo).
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Vector Graphics on GPU
Signed distance fields only work well for relatively simple characters.
If you have highly detailed characters like Chinese or emojis, you need larger resolution to faithfully represent every detail. One way to get around excessive memory requirements is to store the characters in their default vector forms and only render the required characters on demand, but then you might as well render them at the required pixel resolution and do away with the additional complexity of SDF rendering.
SDFs are still useful though if you have to render text at many different resolutions, for example on signs in computer games, as seen in the original paper https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
In the past, SDFs also had problems with sharp corners, which has been solved in https://github.com/Chlumsky/msdfgen
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Adventures in Text Rendering: Kerning and Glyph Atlases
MSDFGen looks pretty sweet. https://github.com/Chlumsky/msdfgen
What are some alternatives?
meshlab - The open source mesh processing system
msdf-atlas-gen - MSDF font atlas generator
PCL - Point Cloud Library (PCL)
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
PhysicsFS - PhysFS++ is a C++ wrapper for the PhysicsFS library.
vello - An experimental GPU compute-centric 2D renderer.
meshoptimizer - Mesh optimization library that makes meshes smaller and faster to render
troika - A JavaScript framework for interactive 3D and 2D visualizations
ozz-animation - Open source c++ skeletal animation library and toolset
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
gpr - General Purpose Raw image format
msdfgl - OpenGL implementation of the MSDF algorithm