imageworsener
msdfgen
imageworsener | msdfgen | |
---|---|---|
3 | 27 | |
250 | 3,723 | |
- | - | |
2.0 | 7.0 | |
4 months ago | 8 days ago | |
C | C++ | |
GNU General Public License v3.0 or later | MIT License |
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imageworsener
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How do a compress a json to fit on neocities
Otherwise, compress the images more. https://entropymine.com/imageworsener/ is a versatile multitool with a learning curve. Many image editors have support for downscaling images and compressing JPEGs. pngquant is a PNG-specific tool, if you like PNGs a lot.
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Text Rendering Hates You
There can be various causes for those symptoms:
1. Even if the rendering gets the subpixel order right, the subpixels are rarely equidistant on a display. They tend to be closer to each other within a logical pixel.
2. Some subpixel-AA algorithms are naive, and trade color accuracy to luminance accuracy, causing more color fringes.
3. Incorrect gamma handling.
4. If aiming for more luminance accuracy, incorrectly taking into account the relative luminance of the subpixels (what you observed with the brighter green subpixels).
Imageworsener[1] has an option to downscale with subpixel antialiasing, it's gamma correct by default, and it has an option for adjusting the subpixel offsets within a pixel (instead of the naive default of 1/3). It might be a good way to try out correct subpixel-AA, but it only works on images. I guess you can render text on high resolution and downscale that with imageworsener, but you won't get any hinting that way, but maybe that's desired.
Very few software does AA correctly, let alone subpixel-AA.
[1] https://entropymine.com/imageworsener/
- List of Color Quantization Algorithms
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?
Guide-to-Swift-Strings-Sample-Code - Xcode Playground Sample Code for the Flight School Guide to Swift Strings
msdf-atlas-gen - MSDF font atlas generator
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
harfbuzz - HarfBuzz text shaping engine
vello - An experimental GPU compute-centric 2D renderer.
colr-gradients-spec
troika - A JavaScript framework for interactive 3D and 2D visualizations
ghostedit - Usability focused WYSIWYG editor
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
msdfgl - OpenGL implementation of the MSDF algorithm
libGDX - Desktop/Android/HTML5/iOS Java game development framework