This is really neat. Though in practice if you are using this kind of thing I'm pretty sure you will want to combine it with atlasing (i.e. construct an atlas of glyphs via render to texture). That's because it's a waste of time to rerasterize glyphs in the FS every frame (which appears to be 200+ lines) instead of caching the results and reducing the per-frame work to a 5-line FS that just blits. In most apps pans a…
Wait. I guess you did not read the article at all? It is all about atlasing. There are issues with atlas of glyphs; so rather than putting the whole glyphs in atlas, he slices the glyphs in a grid, the grid being defined by the intersection of the underlying Bezier curves. And then he puts the grid pieces in atlas.
Yes, I understand the technique. Perhaps I should be more clear about my terminology. I'm using "atlas" in the narrow sense of "actual pieces of bitmap data stored in a texture". My point is that this technique should not be a substitute for atlasing in this sense, but could well be combined with it.