Commit Graph

19 Commits

Author SHA1 Message Date
Patrick Walton d2ae183ed6 Update README 2020-02-28 09:46:42 -08:00
Jason Cooke 4ec9666d1d
docs: fix typo 2019-07-06 14:36:05 +12:00
Patrick Walton fd357725de Update the README 2019-06-24 23:09:22 -07:00
John Ruble dc0f00051b
Update README.md
travis badge and note about demos
2019-06-04 07:55:54 -04:00
Patrick Walton bd9850dc3b Note the canvas API in the README 2019-05-03 14:24:10 -07:00
Patrick Walton cf3dcfdd0e A couple of clarifications in the readme 2019-05-02 11:22:04 -07:00
Patrick Walton cf3aadc4f2 Add note about SDL2 installation instructions 2019-05-02 11:19:07 -07:00
Patrick Walton 18e0a06df8 Update the README for Pathfinder 3 2019-02-26 15:24:25 -08:00
Rob Eisenberg 6a622b7f04
doc(readme): clarify demo build requirements
My normal workflow involves using tools that are mostly in "JavaScript land". So, I didn't have either Rust or CMake installed. The instructions mentioned Rust nightly builds as a dependency, but not CMake. So, I've added CMake and then turned each of these dependencies into a link as a convenience for anyone that comes along later.
2018-09-26 10:46:28 -07:00
Patrick Walton aa7e0df514 Make the libraries only used for reftesting opt-in.
Closes #56.
2018-01-04 15:10:23 -08:00
Patrick Walton 797b935f35 Add Material Design icons to the SVG demo 2017-12-19 19:11:12 -08:00
Patrick Walton 941223c7d4 Update the README a bit 2017-11-07 17:42:42 -08:00
Patrick Walton 314185684c Implement stem darkening and split ECAA into ECAA and MCAA.
We now implement stem darkening (also known as font dilation) like
macOS and FreeType under certain configurations. This pushes out font
outlines along their normals slightly in order to make small text easier
to read. This is especially important when performing gamma correction,
as otherwise text can end up too light.

Because the stem darkening is implemented in the vertex shader, it can
easily break the mesh. Therefore, I needed to implement a new rendering
mode that does not use the mesh. It's a variant of ECAA, and for
clarity's sake I've renamed the related antialiasing methods:

* MCAA stands for "mesh coverage antialiasing" and is the new name for
what was called "ECAA" prior to this patch.

* ECAA now stands for "edge coverage antialiasing". It does not use the
mesh but rather computes winding numbers from scratch for every pixel.
Surprisingly, despite being worse asymptotically, this usually ends up
being faster than MCAA at small font sizes, presumably because there are
fewer vertices to transform.

* XCAA, "exact coverage antialiasing" is a generic term that refers to
both ECAA and MCAA. References to ECAA have been changed to XCAA as
needed.
2017-10-15 13:28:49 -07:00
Patrick Walton c8284e18b2 Mention advanced font rendering features 2017-10-06 20:03:18 -07:00
Patrick Walton c2368bb71e Rewrite the README.
Closes #26.
2017-10-06 19:55:28 -07:00
Patrick Walton 51e20b2a35 Mention Linux packages in the README
Closes #8.
2017-02-15 18:20:15 -08:00
Patrick Walton 4ffc3b9e41 Mention how to move and zoom in the demo 2017-02-14 13:46:53 -08:00
Patrick Walton 55e1502eb2 Add build instructions 2017-02-09 17:40:37 -08:00
Patrick Walton ed4bc9b5b6 Add a README and a license 2017-02-08 14:10:42 -08:00