Improve language

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Andras Schmelczer 2026-06-10 22:04:24 +01:00
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# ![SDF-2D logo](media/logo-colored.svg) SDF-2D library # ![SDF-2D logo](media/logo-colored.svg) SDF-2D library
A graphics library to enable the real-time rendering of 2D signed distance fields on the web. A graphics library for real-time rendering of 2D signed distance fields on the web.
![screenshot of a bumpy tunnel](media/tunnels-screenshot.png) ![screenshot of a bumpy tunnel](media/tunnels-screenshot.png)
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## Features ## Features
- Works with both WebGL and WebGL2 - Works with both WebGL and WebGL2
> The former is mostly required for supporting iPhones. > The former is mainly needed to support older iPhones.
- Performant even on low-end mobile devices - Performant even on low-end mobile devices
> Try it out yourself! > Try it out yourself!
- Has a number of built-in shapes and lights - Comes with a number of built-in shapes and lights
- Easily extensible with new shapes - Easily extensible with new shapes
- Antialiasing is implemented - Antialiasing is built in
- Has built-in quality autoscaling - Built-in quality autoscaling
- Requires no boilerplate code - Requires no boilerplate code
- Automatic detection of WebGL and its extensions is provided - WebGL and its extensions are detected automatically
- Parallel, non-blocking shader compiling - Shaders are compiled in parallel, without blocking
- Context lost is handled with automatic restoration - Context loss is handled with automatic restoration
- Can be used without thinking of the GPU _(although for stunning results it, should be kept in mind)_ - Can be used without thinking about the GPU _(although for stunning results, it should be kept in mind)_
![four screenshots from mobiles](media/mobile-screenshots.png) ![four screenshots from mobiles](media/mobile-screenshots.png)
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For further examples, please visit the following repositories: For further examples, please visit the following repositories:
- [Minimal example (using Webpack)](https://github.com/schmelczerandras/sdf-2d-minimal-example) - [Minimal example (using Webpack)](https://github.com/schmelczerandras/sdf-2d-minimal-example)
- [More complex example](https://github.com/schmelczerandras/sdf-2d-minimal-example) - [More complex example](https://github.com/schmelczerandras/sdf-2d-more-complex-example)
- [Source for the demo page](https://github.com/schmelczerandras/sdf-2d-demo) - [Source for the demo page](https://github.com/schmelczerandras/sdf-2d-demo)
- [Source for decla.red, the multiplayer game](https://github.com/schmelczerandras/decla.red) - [Source for decla.red, the multiplayer game](https://github.com/schmelczerandras/decla.red)

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## Usage (1st option) ## Usage (1st option)
- To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the [compile function](globals.html#compile). - To start using cutting-edge 2D graphics, you first need a renderer instance. You can get one by calling the [compile function](globals.html#compile).
- For this, some [DrawableDescriptors](interfaces/drawabledescriptor.html) has to be provided. - For this, you have to provide one or more [DrawableDescriptors](interfaces/drawabledescriptor.html).
- Optionally, default compile settings can overridden using [StartupSettings](interfaces/startupsettings.html). - Optionally, the default compile settings can be overridden using [StartupSettings](interfaces/startupsettings.html).
- After acquiring a renderer, the drawing of objects can be started through the [Renderer](interfaces/renderer.html) interface. - Once you have a renderer, you can start drawing objects through the [Renderer](interfaces/renderer.html) interface.
## Usage (2nd option) ## Usage (2nd option)
If you're planning on creating animated content, use the [runAnimation function](globals.html#runanimation) to spare yourself from writing boilerplate code. If you're planning to create animated content, use the [runAnimation function](globals.html#runanimation) to save yourself from writing boilerplate code.
Further documentation on its usage is available in its [documentation](globals.html#runanimation). See its [documentation](globals.html#runanimation) for more details.
## Extending drawables ## Extending drawables
> Iñigo Quilez has some great [2D SDF-s](https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm) > Iñigo Quilez has a great collection of [2D SDFs](https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm)
- Subclass [Drawable](classes/drawable.html) - Subclass [Drawable](classes/drawable.html)
- Implement its abstract methods - Implement its abstract methods
- Add a static property to your class called `descriptor` of type [DrawableDescriptors](interfaces/drawabledescriptor.html) - Add a static `descriptor` property of type [DrawableDescriptor](interfaces/drawabledescriptor.html) to your class
- Follow the instructions given in [Usage](#usage) - Follow the instructions given in [Usage](#usage-1st-option)
## Useful to know ## Useful to know
### Math ### Math
The `vec2`, `vec3`, and `vec4` types seen in the documentation come from the [glMatrix](http://glmatrix.net/) library and are equivalent to regular JS Arrays or Float32Arrays. So, feel free to give `[x, y]` as an input for functions requiring `vec2`. The `vec2`, `vec3`, and `vec4` types seen in the documentation come from the [glMatrix](http://glmatrix.net/) library and are equivalent to regular JS Arrays or Float32Arrays, so feel free to pass `[x, y]` to functions that expect a `vec2`.
### Coordinates ### Coordinates
Anywhere, where positions need to be specified, the `y` values grow upwards. That means, when setting the view area, the origin is at the bottom left corner of the display. Wherever positions need to be specified, the `y` axis grows upwards. This means that when you set the view area, the origin is at the bottom-left corner of the display.
### Tile-based rendering ### Tile-based rendering
For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shaders for each tile are compiled to support a fix maximum number of objects on it. When using the built-in drawables it is possible that after a certain number of on-screen objects new ones won't be visible. To optimise the evaluation of the distance field, the display is divided into a grid of tiles. The shaders for each tile are compiled to support a fixed maximum number of objects. When using the built-in drawables, this means that beyond a certain number of on-screen objects, new ones may stop appearing.
Mitigating this issue is quite easy. Instead of the following code: Mitigating this is easy. Instead of the following code:
```js ```js
this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]); this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]);
``` ```
Modify it to something similar: modify it to something like this:
```js ```js
this.renderer = await compile(canvas, [ this.renderer = await compile(canvas, [
@ -66,6 +66,6 @@ this.renderer = await compile(canvas, [
]); ]);
``` ```
The usage of too large numbers is not advised for compatibility and performance reasons alike. Using very large numbers is not advised, for both compatibility and performance reasons.
> Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necessary number of objects on each tile. > Steps are especially useful for tile-based rendering: at any given moment, one tile may be empty or contain just a few objects, while another holds a large cluster. The compiled shaders only account for the number of objects actually present on each tile.