News for hackers. Stuff that matters.
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.

Re:WebGPU Fundamentals by raphlinus on Saturday April 15, 2023 @10:12AM (#35580783)
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.

[1]: https://2d.graphics/book/gpu_rendering.html