Rendering Crispy Text On The GPU
It’s not the first time I’ve fallen down the rabbit-hole of rendering text in real time. Every time I’ve looked into it an inkling of dissatisfaction always remained, either aliasing, large textures, slow build times, minification/magnification, smooth movement, etc. Last time I landed on a solution using Multi-Channel Signed Distance Fields (SDFs) which was working well. However there was still a…