Rendering artifacts

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as...@cornell.edu

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Mar 11, 2018, 7:36:10 PM3/11/18
to GLyphy
Hi!

Thanks for releasing this free software! It's great as portable font rendering technique. I'm trying to integrate glyphy into my project which uses GLSL 300 es. After modeling my shaders after those in the demo (with the exception of using texelFetch over texture2D) I have achieved something legible but with artifacts I can't seem to figure out. Do you recognize where these may stem from? I'd be very helpful. Thanks!


as...@cornell.edu

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Mar 11, 2018, 7:37:09 PM3/11/18
to GLyphy
I did not attach the screenshot properly.
index.png

Ebrahim Byagowi

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Mar 12, 2018, 6:03:23 AM3/12/18
to gly...@googlegroups.com
Usually "driver bugs or low precision of floats in the hardware (or both)" is the case.

I guess playing with "precision mediump float;" statement can have some result, I wish I had access to the machine to see if that is related.

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as...@cornell.edu

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Mar 13, 2018, 10:39:05 AM3/13/18
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Hi

Thanks for replying so soon. I fixed the problem with a rewrite of my atlas implementation. I never figured out what was wrong with it, but my current implementation (mostly now a copy and paste job from the demo atlas) works beautifully. I'm surprised the glyphy shader library functions like glyphy_sdf work without any modification to them to work with GLSL 300 es. Also differently from the demo, on Open GL 3.0 ES versions, it is feasible to use the GL_RGBA8UI, and GL_RGBA_INTEGER pairing for the texture, and accessing it without worrying about normalization or interpolation using texelFetch.

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Behdad Esfahbod

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Mar 14, 2018, 7:05:36 AM3/14/18
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Thanks great to know.  Thanks for sharing!

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