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naavis | 1 year ago
You could compare that to storing some data in a separate file which needs to be read during runtime versus embedding the data directly in the source code.
naavis | 1 year ago
You could compare that to storing some data in a separate file which needs to be read during runtime versus embedding the data directly in the source code.
dahart|1 year ago
Moreover, parent’s point is double valid because of the example “Look Ma, No Font Atlas!!!” that uses a font atlas baked into shader code. I totally expected this article, based on the title, to talk about stroked font rendering, and instead it’s an article about “texture-less” textured rendering that uses a “no font atlas” font atlas.
ginko|1 year ago
Const-me|1 year ago
I think the next best thing is BC4. The compressed format stores 8 bits/pixels grayscale texture compressed into 8 bytes / 4x4 pixels i.e. 4 bits/pixel, twice smaller compared to R8.
https://learn.microsoft.com/en-us/windows/win32/direct3d10/d...
Galanwe|1 year ago
When told it's going to be a "texture less text rendering", I was thinking of procedural drawing of glyphs, not embedding bitmaps in a shader instead of a texture.
IshKebab|1 year ago
> Obviously, we can’t store bitmaps inside our shaders, but we can store integer constants, which, if you squint hard enough, are nothing but maps of bits. Can we pretend that an integer is a bitmap?
He seems a bit confused about what a bitmap is. There's no squinting or pretending involved here.
glimshe|1 year ago
Back in the bad old days you could just use precompiled textures which are basically a set of memory write CPU instructions using immediate mode operands (no texture/bitmap lookup of any kind)
itronitron|1 year ago