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You need not only geometry/tess shaders but also compute shader and signed framebuffers. In theory it would be possible to work around the lack of compute shader (making the minimum requirement GLES 3.0), but it would involve multiple passes and I'm not optimistic about the performance in that case.


Yeah, you just cut out half of android with those requirements.

If I were ever to use it in production I'd def want a 2-tier system that works with older hardware and does the texture generation CPU side.


That's what WebRender will likely do.


Would the fallback be better placed into WebRender or Pathfinder? It would be nice to be able to know that you only need to import one library for font rasterization, regardless of the hardware you're running on.




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