MSDF Text & Icons #8
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Reference: ludens/immediate-mode#8
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Rather than rasterizing text into a roughly 30x30 single value bitmap, we can use an MSDF atlas for resolution independent text.
It could also do well to allow having an RGBA texture atlas; therefore, two textures, one with RGBA that's just blitted in, one with MSDF. Depending on how complicated it is, another option is to allow the user to set up a texture array that is indexed by primitives somehow.