
Antialiasing with a signed distance field
When drawing basic primitives we want nice smooth edges. This means both pixel correctness and antialiasing. In my previous article about drawing a rectangle I
When drawing basic primitives we want nice smooth edges. This means both pixel correctness and antialiasing. In my previous article about drawing a rectangle I
My previous article explains how I draw a rounded rectangle using a shader instead of tesselation. The biggest remaining issue is using eight calls to
Rectangles appear everywhere in user interfaces, from the backgrounds of elements to rounded border decorations. It’s helpful to be able to draw these fast. I
A floating point demon had attacked my rendering code. Instead of drawing a nice straight line I’d get a devil’s tail flurried with barbs. It
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