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#Actualsamoth

Posted 20 January 2013 - 01:07 PM

Textured quads with distance fields. This works very well for both scaling up and down, and you can nicely antialias at any scale (plus, special effects if you want). Shaders are well-documented in several papers and readily available with liberal licenses, so implementing it is not all that hard. Performance is almost identical to using normal textured quads on modern GPUs.

Tesselated outlines are forbidding if you need to render more than a few dozen characters in real time.

#3samoth

Posted 20 January 2013 - 01:07 PM

Textured quads with distance fields. This works very well for both scaling up and down, and you can nicely antialias at any scale (plus, special effects if you want). Shaders are well-documented in several papers and readily available with liberal licenses, so implementing it is not all that hard.

Tesselated outlines are forbidding if you need to render more than a few dozen characters in real time.

#2samoth

Posted 20 January 2013 - 01:06 PM

Textured quads with distance fields. This works very well for both scaling up and down, and you can nicely antialias at any scale (plus, special effects if you want). Shaders are well-documented in several papers and readily available, so implementing it is not all that hard.

Tesselated outlines are forbidding if you need to render more than a few dozen characters in real time.

#1samoth

Posted 20 January 2013 - 01:06 PM

Textured quads with distance fields. This works very well for both scaling up and down, and you can nicely antialias it at any scale. Shaders are well-documented in several papers and readily available, so implementing it is not all that hard.

 

Tesselated outlines are forbidding if you need to render more than a few dozen characters in real time.


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