Patrick Walton
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f68da75c75
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Implement SSAA for the 3D demo.
This commit additionally refactors transforms to be resolution-independent as much as possible throughout all the demos.
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2017-09-12 19:43:43 -07:00 |
Patrick Walton
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eb9c0ceb4d
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Implement "slight" hinting by rounding x-heights up to the nearest pixel
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2017-09-09 13:12:51 -07:00 |
Patrick Walton
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3ee066bdf0
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Implement subpixel ECAA
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2017-09-07 14:58:41 -07:00 |
Patrick Walton
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81a6f8f051
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
Patrick Walton
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52afa359b4
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Render a line of text using the atlas
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2017-08-22 18:25:32 -07:00 |
Patrick Walton
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37c947c751
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Get basic ECAA fully working
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2017-08-18 20:23:45 -07:00 |
Patrick Walton
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653530be0b
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Add a curve shader for ECAA and refactor the line shader to minimize code duplication
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2017-08-18 17:12:58 -07:00 |
Patrick Walton
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a9eeec39fe
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Implement the line antialiasing shader, untested as of yet
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2017-08-18 11:44:17 -07:00 |
Patrick Walton
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9a7063a29b
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Render conservative coverage. Not working yet.
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2017-08-17 20:09:18 -07:00 |
Patrick Walton
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0a4d57580a
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Add the ECAA cover shader, untested as of yet
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2017-08-16 19:51:13 -07:00 |
Patrick Walton
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4b62ec8fa7
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Get edge detection working in the demo
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2017-08-16 16:37:39 -07:00 |
Patrick Walton
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b10807d217
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Initial setup for ECAA in the demo
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2017-08-15 22:09:09 -07:00 |
Patrick Walton
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3f7fc8baf6
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Add an edge detection shader for ECAA, untested as of yet
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2017-08-15 17:28:07 -07:00 |
Patrick Walton
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5f89f7ba50
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Fix compile errors in shaders
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2017-08-13 13:39:51 -07:00 |
Patrick Walton
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ebeaf119ba
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Add some OpenGL ES 2.0 shaders for direct rendering, untested
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2017-08-11 18:12:17 -07:00 |