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It wasn't obvious to me what this was about from the title but it's very relevant to my interests:

> In this post I will describe Use.GPU's text rendering, which uses a bespoke approach to Signed Distance Fields (SDFs). This was borne out of necessity: while SDF text is pretty common on GPUs, some of the established practice on generating SDFs from masks is incorrect, and some libraries get it right only by accident. So this will be a deep dive from first principles, about the nuances of subpixels.



Me too, wouldn't have thought it's about SDF font rendering. The blog posts subtitle would make more sense as HN title:

High quality font rendering for WebGPU

(but then it's not really about WebGPU either but about solving general problems with SDF font generation and rendering)




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