▲ | RossBencina 5 days ago | |
Computer graphics is not my field, so forgive my ignorance, but could you explain the pros and cons of your "traditional graphics pipeline" approach and more "modern" approaches (I'm guessing that means doing most of the work in shaders)? At the moment, and looking towards the future, do you think hardware (mobile and mainstream desktop) will continue to support your approach just as well, or are shader-based approaches (I guess using multi-channel SDFs) likely to gain the upper hand at some point? | ||
▲ | mindbrix 5 days ago | parent [-] | |
The "traditional graphics pipeline" approach was chosen to maximise the platforms Rasterizer could run on, as GPU compute support at the time was patchy. Compute is now more universal, so Rasterizer could move that way. SDFs are expensive to calculate, and have too many limitations to be practical for a general-purpose vector engine. |