Re:WebGPU Fundamentals
by dist-epoch on Saturday April 15, 2023 @09:34AM
(#35580507)
> Real triangulation generates a mesh that only generates triangles between the outer and inner contours, and mesh shaders aren't good at that.
I'm a bit confused. Can't you send the shape of O as a low res rough band (a closed wide loop) and enhance it in the mesh shader? This is how previous generation tessellation shaders and sub-division surfaces worked.
You might be able to do something along those lines, but I know of no font / vector 2D renderer that does so. There is a lot of literature[1] on this, so I suspect if doing things similar to subdivision surfaces were viable for font rendering, it would have been explored by now.
Compute shaders avoid all these problems and work on WebGPU 1.0 today.
[1]: https://github.com/Lichtso/contrast_renderer