msdf-atlas-gen
MSDF font atlas generator (by Chlumsky)
neovim
Vim-fork focused on extensibility and usability (by neovim)
msdf-atlas-gen | neovim | |
---|---|---|
8 | 1,384 | |
687 | 76,665 | |
- | 1.5% | |
6.2 | 10.0 | |
3 days ago | 3 days ago | |
C++ | Vim Script | |
MIT License | GNU General Public License v3.0 or later |
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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.
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