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Currently the SDF text render uses a double buffer along side the main color buffer, this results into double buffer swapping and excessive draw calls.
This results into high performance issues on low-end devices, where SDF is expected to be much faster the performance drops off quickly as the current approach generates a lot of overhead. Creating "lag" when the text is being rendered.
Possible changes:
Concat the SDF buffer to the main color buffer
Render SDF text to a texture and copy it in
Leverage instance drawing for text to reduce text overhead
Currently the SDF text render uses a double buffer along side the main color buffer, this results into double buffer swapping and excessive draw calls.
This results into high performance issues on low-end devices, where SDF is expected to be much faster the performance drops off quickly as the current approach generates a lot of overhead. Creating "lag" when the text is being rendered.
Possible changes:
cc @erikhaandrikman
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