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TextureTools: adapted to the new documentation theme.

pull/231/head
Vladimír Vondruš 8 years ago
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4186f05f70
  1. 13
      src/Magnum/TextureTools/DistanceField.h

13
src/Magnum/TextureTools/DistanceField.h

@ -66,15 +66,16 @@ utility.
For each pixel inside @p rectangle the algorithm looks at corresponding pixel in
@p input and tries to find nearest pixel of opposite color in area given by
@p radius. Signed distance between the points is then saved as value of given
pixel in @p output. Value of `1.0` means that the pixel was originally colored
white and nearest black pixel is farther than @p radius, value of `0.0` means
pixel in @p output. Value of 1.0 means that the pixel was originally colored
white and nearest black pixel is farther than @p radius, value of 0.0 means
that the pixel was originally black and nearest white pixel is farther than
@p radius. Values around `0.5` are around edges.
@p radius. Values around 0.5 are around edges.
The resulting texture can be used with bilinear filtering. It can be converted
back to binary form in shader using e.g. GLSL `smoothstep()` function with step
around `0.5` to create antialiased edges. Or you can exploit the distance field
features to create many other effects. See also @ref Shaders::DistanceFieldVector.
back to binary form in shader using e.g. GLSL @glsl smoothstep() @ce function
with step around 0.5 to create antialiased edges. Or you can exploit the
distance field features to create many other effects. See also
@ref Shaders::DistanceFieldVector.
Based on: *Chris Green - Improved Alpha-Tested Magnification for Vector Textures
and Special Effects, SIGGRAPH 2007,

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