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Per Vognsen

@rsms My immediate thought regarding the last bullet point about "no pre-processing needed for GPU rendering" is that this seems like a strong constraint compared to existing formats. Pre-tesselation would go against the resolution independence but you could consider constraining the shape components, e.g. generalized trapezoidal components meaning that each shape component is bounded by a specified left path segment and a right path segment?

2 comments
Per Vognsen

@rsms That should make the shape rendering simpler and faster without a need for pre-processing. You can render directly on the GPU from raw paths too but it would be some combination of more complex and more expensive, I expect. For people who don't want to do their own shape rendering, it also seems like a relevant concern is how easy it would be to feed the format directly to existing path renderers like Skia without having to any work on the user's end.

Rasmus Andersson

@pervognsen Interesting ideas! Thank you. We have very similar challenges with text rendering and we are planning (not implemented) to take an approach like this with "coverage masks." This implies a pre-processing step of calculating the coverage mask from some vector information, giving rasterization some leeway for positioning

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