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Sub-pixel distance transform (2023)


High quality font rendering for WebGPU

Crucially, it takes a rendered glyph as input, which means I can remain blissfully unaware of TrueType font specifics, and bezier rasterization, and just offload that to an existing library. Presumably you could track hinted points or edges inside SDF glyphs and then do a dynamic distortion somehow, but this is an order of magnitude more complex than what it is doing now, which is splat a contrasted texture on screen. But it turns out the 3x res only offered marginal benefits... the real improvement was always that it had a custom gamma correct blend mode, which is a thing a lot of people still get wrong.

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