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Description
I'm guessing one of the major use cases for Primrose is (as I'm using it) rendering a text editor in XR, where pixels are jenky and ginormous. Displays were of course all 100% jenk in the 90s and a couple techniques from that era might be of interest:
- truetype hinting (snapping 'ink' to the pixel grid to produce fewer grey pixels)
- sub-pixel antialiasing (leveraging the RGB sub-pixels to gain a ~30% - 50% edge resolution boost in one axis on some headsets)
To apply these you have to know where the pixel grid is relative to what you're rendering, which really calls for a pixel shader in the webgl context. IMO, applying both of them can significantly boost text readability in XR, I've been playing with the very cool https://github.com/astiopin/webgl_fonts as a starting point.
Is that something you might be interested in for Primrose? Could you suggest where in the primrose source this might make sense to play with? So far I haven't narrowed down on where in the source glyph rendering is done, guessing its SDF or one of the variants? Obviously this would change how the rendering was done, passing a text buffer with layout coordinates to a GL shader rather than SDF glyph textures with coordinates....