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Text proposal default material #52
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@PierreWang wrote in #48
Q: Why we need material binding for text?
A: The rendering of a character is something to get the opacity of each pixel. Different rendering technique may have different way to generate the opacity. So we use material binding to allow the user to give custom shader for the getOpacity function.
@meshula wrote
material binding: It seems a bit confusing to merely say that one should bind a material in order to see something rendered. This makes sense, but any of the default materials like PreviewSurface are inappropriate in that they are all about previewing surfaces. One can imagine that people will on day one want materials that implements "closest" sampling for bitmap style fonts; a filtered sampler for typical font atlas purposes, and an SDF based shader for fancy rendering. My intuition is that we should provide either one Uber-text material, or three specialized ones. To avoid branching, I lean to three.
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