←back to thread

148 points ibobev | 1 comments | | HN request time: 0s | source
Show context
rudedogg ◴[] No.45154934[source]
Do you still want to do this for SDF font textures? Or is the lossiness an issue?
replies(3): >>45155143 #>>45159210 #>>45165774 #
1. exDM69 ◴[] No.45165774[source]
Not for multi-channel SDF at least. Texture compression works terribly badly with "uncorrelated" RGB values as they work in chroma/luminance rather than RGB. For uncorrelated values like normal maps, there are texture compression formats specifically for that (RGTC).

However, your typical MSDF font texture has three uncorrelated color channels and afaik there isn't a texture compression format with three uncorrelated channels.