5:55:14ShinmeraI assume a tesselation based algorithm like pathfinder would avoid stuff like this
5:55:20|3b|ACTION would be curious how it does with no mips
5:55:45ShinmeraI'll tell you once I get out of bed and to my workstation
5:56:05Shinmerawhich is hard, cause I got a cat on my lap
5:56:25|3b|tesselation could be rendering arbitrarily large amounts of data per pixel in worst case though
5:57:28|3b|consider looking at a block of text from the edge, each pixel has an entire row or column of characters to accumulate
5:58:08|3b|and still won't show anything particularly meaningful
5:58:32|3b|so you'd probably want to optimize it to just do something low-quality anyway after some angle cutoff
6:04:08|3b|random things to try once cat leaves: 1: no mips, 2: linear-mipmap-nearest, 3: adjust max-anisotropy, 4: limit max mipmap level based on log glyph size in atlas
6:04:27|3b|(possibly in combination where meaningful)
6:27:47|3b|at least for normal sdf, and assuming limited levels
6:30:19|3b|not sure if msdf matters there or not, since the distance fields in each channel are sort of discontinuous, and not sure it would preserve the median properly
6:33:15|3b|ACTION failed to find anything about it with quick search, aside from one thing saying "no mipmaps + manual supersampling in shader"
6:34:12|3b|but that was for reduction for looking straight at it, probably hard to get the manual SS good when looking at an angle
6:34:57Shinmerayou could do a practical test by generating the same map at two sizes and doing a diff against the larger one linearly scaled down