msdfgen
msdfgen | gtec-demo-framework | |
---|---|---|
27 | 42 | |
3,713 | 245 | |
- | 2.0% | |
7.0 | 4.8 | |
9 days ago | 2 months ago | |
C++ | C++ | |
MIT License | BSD 3-clause "New" or "Revised" License |
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.
msdfgen
-
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.
-
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
-
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.
-
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
-
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?
-
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).
-
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
-
Adventures in Text Rendering: Kerning and Glyph Atlases
MSDFGen looks pretty sweet. https://github.com/Chlumsky/msdfgen
gtec-demo-framework
-
Fixed/Framerate-Independent Timestep for "pixel-perfect" 2D games?
While the principle in that article is correct it’s unfortunately a lot more complex to solve correctly. See my answers to a similar problem here. You can also check this app
-
Confused about sRGB swapchain format, the displayed colors looks wrong
Here are some details that should help. You can also look at this example
-
How did they create the grid and its distortions in Geometry Wars? Is there an algorithm for this?
There is also this implementation.
-
Making UI Library (OpenGL) in your engine
Take a look at this
-
Any ideas why my gl es2 animation is blurry/ghosted? Looks the same if rotation is done in shader or done by directly modifying with vertex attrib pointer. Using egl wayland and gles2
You could try running the samples from the NXP demo framework to see if they show the same behavior. I expect the GLES2.S06_Texturing sample would be easy to see it on.
-
Any topics about advanced text rendering?
If op decides to use bitmap fonts for small sizes there is some valuable tips here
-
A new build system for C/C++ - lean, statically typed, cross-platform, easily bootstrappable
Well here is a real world large project with 452 packages and 170 applications that run on five operating systems that has been using this since 2014.
-
OctaneGUI August 2022 Update
Does it handle DPI properly? If not you might find this useful.
-
GUI USING OPENGL
Check this guide
-
How can I render textures so that their curves don't look terrible and are smooth?
Maybe this can help.
What are some alternatives?
msdf-atlas-gen - MSDF font atlas generator
Vulkan - Examples and demos for the new Vulkan API
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
dat.gui - Lightweight controller library for JavaScript.
vello - An experimental GPU compute-centric 2D renderer.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
troika - A JavaScript framework for interactive 3D and 2D visualizations
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
OctaneGUI - OctaneGUI is a renderer agnostic multi-window multi-platform UI library for C++.
msdfgl - OpenGL implementation of the MSDF algorithm
vulkan-guide - Introductory guide to vulkan.