Coding Adventure: Rendering Text

Coding Adventure: Rendering Text

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Coding Adventure: Rendering Text
This... is text! Let's figure out how to draw it. Starring: Bézier curves and (oh so many) floating point problems. Source code: https://github.com/SebLague/Text-Rendering If you'd like to support my work (and get early access to new projects) you can do so here: https://www.patreon.com/SebastianLague https://ko-fi.com/sebastianlague Resources: https://developer.apple.com/fonts/TrueType-Reference-Manual/ https://www.microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf https://wdobbie.com/post/gpu-text-rendering-with-vector-textures/ Font and Music Credits: https://github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/TextRendering Chapters 0:00:00 Intro 0:01:58 The Font Directory 0:04:27 Loading Simple Glyphs 0:10:42 Bézier Basics 0:13:42 The Character Map 0:15:47 Implied Points 0:18:11 Compound Glyphs 0:20:25 Size and Spacing 0:21:27 Rendering Glyphs with Lots of Triangles 0:22:17 Optimized Curve Rendering (Loop-Blinn) 0:28:20 A Brief Look at SDF Rendering 0:30:33 The Counting Method 0:31:48 Ray-Bézier Intersections 0:34:09 Point in Glyph Test 0:36:35 Shader Time 0:38:37 Floating Point Problems 0:41:22 The Evil Artifact Detector 0:45:36 The Closest Curve Method 0:50:48 Curve Splitting 0:54:31 Defeating the Evil Artifacts 0:58:58 Anti-Aliasing 1:02:47 Performance and Legibility 1:05:11 The Counting Method Returns 1:09:45 Outro