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   May 18, 2018  
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[00:09:55] <myke> grim001: ty
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[00:19:07] <grim001> I think it may be time to start considering more sophisticated multithreading models in my engine
[00:19:57] <grim001> I need vsync, but I can't see a great way to avoid 80% of the CPU time spent idling since swapbuffers will block
[00:20:14] <grim001> the solution is a dedicated rendering thread
[00:21:21] <grim001> apparently, it's also popular to do visibility culling on a worker thread
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[11:06:26] <FattyOwl> https://www.youtube.com/watch?v=ckvQiG-jQDw
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[13:45:24] <blahblah> hello all
[13:46:36] <Tomski> howdy
[13:47:08] <blahblah> hi Tomski, what's up with you?
[13:47:41] <blahblah> I'm wondering something about distance field fonts. Let's say I'm using the same font at the following size: 12, 24, 36, 48. What would be the best approach using distance field fonts? Like generate the distance field image for the smallest size, and then use linear extrapolation for the other size, or the opposite, or something else?
[13:48:24] <blahblah> for now I tried to generated the image for font size 48, and use texture.setFilter(TextureFilter.MipMapLinearLinear, TextureFilter.Linear);
[13:48:35] <blahblah> but I'm not really satisfied with the rendering at small size
[13:54:35] <blahblah> at big size, no problem though.
[13:54:44] <blahblah> if someone cares to have a look: https://imgur.com/a/EF17u1y
[13:56:48] <blahblah> should I use an increasingly high value of smoothing for smaller font size?
[13:57:01] <Tomski> blahblah: try MipMapLinearNearest
[13:58:20] <blahblah> Tomski: it makes it a bit worse
[13:58:54] <Tomski> how much are you scaling it down by
[13:58:57] <blahblah> but according to wiki, the one I used should be more smooth: Use either MipMapLinearNearest or the slower but smoother MipMapLinearLinear.
[14:00:42] <blahblah> ok so at a ratio of 0.24, I can still read the text, but anything smaller is unreadable (using Arial for my tests)
[14:01:31] <blahblah> so I guess I should generate the distance field image for the smallest size I need, and then scale it up for bigger size? I should get better results, correct?
[14:02:08] <Tomski> What size are those per back buffer texel?
[14:02:50] <Tomski> The smallest one just looks too small
[14:02:56] <Tomski> The middle one looks like incorrect filtering
[14:03:37] <Tomski> But i guess it could also be a dodgey mip
[14:06:11] <Tomski> blahblah: what results do you get when disabling mips?
[14:21:31] <blahblah> weird, it doesn't change much either
[14:40:05] <blahblah> Tomski: this is the code I changed about disabling mips: https://pastebin.com/spaXkLmc
[14:40:09] <blahblah> is this what you meant?
[14:40:26] <blahblah> before/after
[14:40:32] <Tomski> yes
[14:40:50] <blahblah> it's a bit worse actualyl
[14:40:54] <blahblah> *actually
[14:41:37] <blahblah> Tomski: so do you think the approach of generating the distance field image for the smallest size I need, and then extrapolate for bigger size would provide better results?
[14:41:38] <Tomski> you arent doing mips with your distance field font though?
[14:42:04] <blahblah> I'm not sure, this is really obscure to me
[14:42:19] <Tomski> blahblah: oh you are
[14:42:26] <Tomski> I thought you were showing font and basic shapes
[14:42:39] <Tomski> But the texture changes filter mode when you construct a DistanceFieldFont from it
[14:42:49] <Tomski> what is getAset returning?
[14:42:59] <blahblah> a FileHandle
[14:43:02] <Tomski> you should simplify these tests and make it stand alone
[14:43:10] <Tomski> In that case its never mipmapping
[14:43:19] <Tomski> not with that code anyway
[14:43:26] <blahblah> it is my standalone test! XD
[14:43:35] <Tomski> how many lines is it
[14:43:39] <Tomski> And how many files
[14:43:43] <blahblah> can I upload a code tree easily somewhere so I can show you?
[14:44:13] <Tomski> tree?
[14:44:23] <Tomski> This should be a single class, < 200 lines
[14:47:41] <blahblah> I need a screen, a UI component etc, i really don't see how it could fit in one file
[14:48:32] <Tomski> Why?
[14:48:46] <Tomski> You need a Spritebatch, a camera, and a distance field
[14:48:49] <Tomski> Thats it
[14:49:16] <mk1> uhm
[14:49:31] <mk1> sdf textures shouldn't be mipmapped
[14:50:12] <mk1> if they contain a mipmap the mipmap should also be generated by the sdf generator (NOT the default mipmap generator)
[14:50:19] <blahblah> Tomski: I'm making a small PoC of using Distance Field Fonts with existing components from libgdx, so at minimum I would need two
[14:50:20] <Tomski> ye
[14:50:31] <Tomski> blahblah: PoC?
[14:50:33] <blahblah> but most of it is just dummy code anyway, like Adapter code etc
[14:50:37] <Tomski> oh, proof of concept?
[14:50:41] <blahblah> yes!
[14:50:45] <Tomski> There is still no need for this to be any more than 200 lines
[14:50:50] <Tomski> and definitely not more than a single class
[14:50:53] <Tomski> Especially for showing others
[14:51:11] <mk1> however, blahblah, you probably still have u_smoothing, but u_lower/u_upper is better. (or actually have u_strokewidth and u_smoothing)
[14:51:14] <blahblah> Tomski: well you need one class to subclass Label at least
[14:51:32] <mk1> blahblah: you can just use a spritebratch to render a font
[14:51:36] <Tomski> Dont
[14:51:44] <Tomski> This problem is not to do with integrating into secen2d
[14:51:51] <Tomski> But how sdf scales
[14:52:10] <Tomski> Simplify your issue by eliminating all things that are not related
[14:52:28] <blahblah> that's what I already did
[14:52:35] <Tomski> Not enough :]
[14:52:51] <Tomski> https://github.com/libgdx/libgdx/blob/9b8f20b2d0e96e53f0f2b98dc8f6131c810aae71/tests/gdx-tests/src/com/badlogic/gdx/tests/BitmapFontDistanceFieldTest.java
[14:52:55] <blahblah> if I reduce enough I can't address my issue
[14:53:03] <blahblah> so enough is too much in this case
[14:53:28] <Tomski> You asked about rendering smaller sizes than the generated font
[14:53:37] <blahblah> Tomski: how do you make a label use a distance field font without subclassing label and overriding draw method?
[14:53:38] <Tomski> that has nothing to do with scene2d label subclasses, evn if that is your end goal
[14:54:01] <Tomski> That is a separate issue, and tackling them both at the same time is probably not a good idea.
[14:54:14] <Tomski> And also not a good idea if you want to share code with someone about a single one of the issues
[14:54:55] <Tomski> blahblah: Im lazy and don't have that much time, so If i see a lot of unrelated code and have to dig to find what imsupposed to be looking at, i just dont
[14:59:32] <blahblah> Tomski: I showed you the code I'm using to generate the font, it's just one method, but my other problem about label I'm not able to reduce more
[15:00:07] <Tomski> blahblah: which isn't runnable, and doesnt show the whole picture
[15:00:32] <Tomski> And your other problem is unrelated to this issue, so they should be treated as such
[15:06:47] <blahblah> how to run a GdxTest ?
[15:07:43] <blahblah> just new MyGdxTest()?
[15:08:39] <Tomski> blahblah: you run it as part of the test suite
[15:09:13] <Tomski> GdxTest is just a shell, you can remove the extension and just extend from INputAdapter instead
[15:10:45] <blahblah> you mean ApplicationAdapter?
[15:11:47] <Tomski> yes
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[16:08:53] <blahblah> Tomski: https://pastebin.com/sK5Xve8W
[16:10:11] <blahblah> this is just a simple application adapter, that adds one table to the stage, with a custom actor added to the table, and when you press ctrl-left+mouseScroll it should zoom in/out
[16:10:34] <blahblah> the custom actor just prints Hello World on the table
[16:11:38] <blahblah> when you zoom in it's ok, but when you zoom out, the antialiasing really sucks
[16:12:19] <blahblah> guess maybe I did not generate the font PNG with correct parameters
[16:12:57] <blahblah> and it's one file, less than 200 LoC :P
[16:18:21] <blahblah> at zoom factor 0.8, the text is already ugly
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[16:36:01] <blahblah> mmmh I made the smoothing configurable via CTRL right+mouseWheel, and at small font ratio, adding a lot of smoothing helps with the readability of the text, so I guess I should define some scale function for smoothing depending on zoom level and font ratio
[16:38:13] <blahblah> is it possible with hiero to configure the exact charset you want?
[16:39:05] <blahblah> oh the "Sample Text" field is editable so I guess yes
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[17:35:49] <grim001> I still have no idea how I'm going to handle text
[17:38:16] <blahblah> grim001: what kind of text handling do you need?
[17:39:48] <grim001> I need support for multiple fonts, including non-monospaced, I need them to work well at multiple resolutions, I need them to be smooth and not aliased
[17:40:17] <grim001> and I need fairly good performance
[17:40:26] <blahblah> sounds like you need distance field fonts too! :p
[17:40:58] <grim001> yes probably
[17:44:08] <blahblah> it's not too hard to get distance field fonts to work, but I'm having a hard time finding the correct parameters etc
[17:48:17] <blahblah> neat, I managed to render a font with base size of 9, scaled down with a factor of 0.6 and I can read the text! that makes something like a size of 5.4 or so
[17:48:21] <blahblah> guess it's enough
[17:50:20] <blahblah> but it's real ugly when scaled up, darn
[17:52:15] <grim001> if you're using distance field fonts shouldn't they look perfect at any scaling or resolution?
[17:53:20] <blahblah> I guess you can make it look perfect an any scaling or resolution ... with the correct parameters
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[18:51:05] <blahblah> ah finished at last!
[18:54:50] <blahblah> geez still not that great
[18:55:17] <blahblah> guess I should try to improve the shader now :/
[18:55:53] <blahblah> I wish mk1 was around!
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[19:45:18] <blahblah> I did not realized the smoothing factor was so sensitive, especially at high zooming level
[19:45:59] <blahblah> how do you determine which smoothing factor to use depending on the zooming level?
[19:47:31] <blahblah> or is there some other approach to this?
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[20:47:42] <jayhost> blahblah what are you refering too
[20:48:58] <blahblah> jayhost: rendering of fonts using distance field
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[21:07:40] <jayhost> Someone who knows more should be able to help later
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   May 18, 2018  
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