View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002987 | NoesisGUI | C++ SDK | public | 2024-01-03 07:48 | 2026-08-31 20:31 |
| Reporter | saji8k | Assigned To | jsantos | ||
| Priority | normal | Severity | feature | ||
| Status | assigned | Resolution | open | ||
| Target Version | 3.2 | ||||
| Summary | 0002987: Use Multi-Channel Signed Distance Fields to get Sharper Text Corners | ||||
| Description | When displaying text with NoesisGUI, the corners of each character are rounded and not sharp. This is occurring because text in NoesisGUI is rendered using (Single-Channel) Signed Distance Fields. Please add support using Multi-Channel Signed Distance Fields to rendering text. This would allow for sharp corners while still maintaining good performance. Pretty much every bespoke engine uses MSDF these days Introduction to MSDF Text Rendering Video by TheCherno | ||||
| Steps To Reproduce | Create a TextBlock with the Arial FontFamily and a huge FontSize (like 300). | ||||
| Platform | Any | ||||
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Planned to start working on this after 3.2.4 and first studio alpha. We added support for Variable Fonts in 3.2.4, this is next. |
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The Slug Algorithm has gone public! What do you think about its use? |
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It is a very good algorithm, but only for static vectors and requires a preprocessing step |
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Just a clarification to my previous comment: Slug requires significant preprocessing of bands and bounding boxes, which is not very compatible with dynamic geometry. I haven’t experimented with it yet, but I plan to do so soon. My impression, however, is that this will be quite CPU-intensive. If we don’t precompute the bands, it will likely become very GPU-intensive instead. I understand that text is static, but we’re aiming for a solution that unifies everything—static paths, dynamic paths, and text—under the same technology. We’ve been working on this new architecture for quite some time. That said, we could definitely add support for the .slug format and use it alongside TTF. |
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I agree with Demond, when I made this post back in Jan 2024, MSDF was the best solution but that simply isn't the case anymore, Slug is. Yes it needs to be pre-computed, but I think this small tradeoff is worth getting resolution independent text and paths for users that need it. Slug isn't the solution for everything, so I don't think anyone expects it replace the new/current architecture but it seems it should be able to co-exist with it. |
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We are working on this. Noesis 4.0 was focused on API stability to make the adoption of Noesis Studio easier. The next big thing is our new renderer: fully GPU-based, with pixel-perfect rendering in both 2D and 3D. Super excited about this, although it will take some time before it officially appears. |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2024-01-03 07:48 | saji8k | New Issue | |
| 2024-01-03 07:49 | saji8k | Description Updated | |
| 2024-01-04 14:29 | jsantos | Assigned To | => jsantos |
| 2024-01-04 14:29 | jsantos | Status | new => assigned |
| 2024-01-04 14:29 | jsantos | Target Version | => 3.2 |
| 2024-04-30 18:18 | jsantos | Note Added: 0009440 | |
| 2024-04-30 18:19 | jsantos | Note Edited: 0009440 | |
| 2026-03-18 08:14 | Demond | Note Added: 0012058 | |
| 2026-03-23 13:08 | jsantos | Note Added: 0012088 | |
| 2026-03-24 21:11 | jsantos | Note Added: 0012103 | |
| 2026-08-25 03:34 | saji8k | Note Added: 0012562 | |
| 2026-08-31 20:31 | jsantos | Note Added: 0012571 |