msdf-atlas-gen
MSDF font atlas generator (by Chlumsky)
Vulkan
Examples and demos for the new Vulkan API (by SaschaWillems)
msdf-atlas-gen | Vulkan | |
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8 | 70 | |
689 | 9,745 | |
- | - | |
6.2 | 9.2 | |
4 days ago | 4 days ago | |
C++ | GLSL | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
msdf-atlas-gen
Posts with mentions or reviews of msdf-atlas-gen.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-27.
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Best approach to render a lot of text.
There are tools for making sdf textures like this(msdf-atlas-gen). It has a windows executable to generate the textures.
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I need help with using font atlas in shaders when using msdf-atlas-gen library from Chlumsky.
Here is the library in question: https://github.com/Chlumsky/msdf-atlas-gen
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Rendering Artifacts
I'm rather new to computer graphics, and after working on the Vulkan tutorial (https://vulkan-tutorial.com/) I started trying to render a Multi-channel Signed Distance Field (https://github.com/Chlumsky/msdf-atlas-gen).
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Vulkan Pipeline Settings for SDF Font Render
I'm am fairly new to Vulkan and graphics programming as a whole, and I'm currently trying to render text from a SDF Font atlas (the file is a bitmap). I used the MSDF-atlas-generator to get the atlas and used a boost library to parse the json file which contained the atlas bounds for the specific characters. With the default shader code I have written, (from Vulkan tutorial) my characters render but with a soft edge as in how they're shown in the atlas.
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Sharing Saturday #395
Floating text. This was long overdue, and was kinda reminded of its importance from /u/nesguru 's updates (similar tileset, but Legend already has floating text). So, I went on to implement something. While I'm using Unity, I do not want to use that "£!$%^ Canvas system, and TextMeshPro (which is the go-to solution for such text) uses Canvas, so ... I had to roll my own solution! There's a paper from Valve for SDF fonts, and some nice person developed an extension for that, which addresses a few issues. So, I went on to implement that, which involved picking some free font online (I chose Roboto Slab from Google Fonts), converting it into a texture, preparing a special JSON with configuration, and a few shaders and a special particle system later, Let There Be Text!. I copied a bit the idea from Tangledeep where floating text goes into random directions sometimes (although there's a now-fixed bug in the video, and text goes left-ish only), and I've also added support for a typewriter effect to be used in certain cases (when characters talk in to-be-developed cutscenes etc)
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I rendered text!
For those asking for code, the atlas generation code is a library here: https://github.com/Chlumsky/msdf-atlas-gen Admittedly it’s hard to figure out the api, since it’s undocumented, and I had to sort of piece together the correct way to use it by reading through the source code for the console app. I may write up a small tutorial somewhere to help the next person, if I get the time and find a place to post it.
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Learn Wgpu tutorial updated to 0.10
I think I might be using (maybe my fork of) https://github.com/Chlumsky/msdf-atlas-gen with some cxx-rs bindings for the text rendering portion of things; I'm curious, would you be interested in such a crate?
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Ever heard of Vector Textures?
msdf-atlas-gen is a version specifically for text.
Vulkan
Posts with mentions or reviews of Vulkan.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-07-13.
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Usages for vkCreateHeadlessSurfaceEXT
Samples in https://github.com/SaschaWillems/Vulkan have shown how to use vkCreateHeadlessSurfaceEXT. But these headless samples crash at acquireNextImage from the swapchain. Now I guess the problem lies in the vulkan-wsi-layer.
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offscreen rendering vs render to texture
This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
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Question about descriptor buffers.
Hi, I'm messing with descriptor buffers but I've came across certain issues I can't seem to solve. I'm using this tutorial as reference. I've tried UBOs and SSBOs, it works perfectly and there is no need to change the buffers offsets when recording a command buffer because I can access them by index like this:
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Need help learning descriptor sets
Hi I am trying to learn Vulkan for an upcoming project and I have so far found everything to be straight forward if very verbose. I have now come to descriptor sets, layout bindings and the so forth and it's got more confusing than I can work out. I have been following this github repo for a headless compute example and it works fine as it is. But when I tried to add an additional storage buffer to the test shader than it comes with I am unable to copy the data over instead just getting a whole collection of 0's.
- Sascha Willems bloom example dependency management
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Vulkan ray tracer with fog and stuff
P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
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I've been working on a real-time ray tracing renderer
It's not a tutorial but I'd recommend Sascha Willems examples. A good next step could be adding models and shadows (see https://github.com/SaschaWillems/Vulkan/tree/master/examples/raytracingshadows). It's a single file but you can easily understand what each function does.
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Add a second texture to Sascha Willems glftLoading app
Exactly as u/aerorang said. I recommend comparing your linked example with Sascha's gtTF Scene rendering example where he adds a normal map along with the base albedo texture. He also marked important parts of the code with the POI keyword, so you can search for them in the code.
What are some alternatives?
When comparing msdf-atlas-gen and Vulkan you can also consider the following projects:
msdfgen - Multi-channel signed distance field generator
vulkano - Safe and rich Rust wrapper around the Vulkan API