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I'm curious as to people's thoughts on the best way to use vector graphics in a directX game instead of rasterized textures(think Super Meat Boy). I want to remain resolution independent and don't want to downscale/upscale rasterized graphics. Also the idea would be for all assets to be vector graphics(again think Super Meat Boy).

I've looked at Valve's paper "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" and also looked at using shaders http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html.

Wondering if anyone has done something similar or an alternate approach.

Cheers

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This question seems too open-ended. Do you have any specific question(s) about these techniques? Since you're new here, you may want to look over the FAQ on what sorts of questions are and aren't appropriate here. –  Nathan Reed Jan 18 '12 at 15:57
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Super Meat Boy was actually vector graphics done in flash saved to a raster format (png) using a custom image exporter –  Unreal_Me May 17 '12 at 6:05
    
Is there a particular version of Dx you're targeting? D3D11 can do a lot more interesting vector graphics stuff using compute shaders, and D3D10 offers geometry shaders and D2D which are handy. –  Sean Middleditch May 17 '12 at 17:00
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The link you provided seems to be the answer to your question –  Daniel Carlsson Jun 16 '12 at 4:53
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Well, vector graphics really is just polygonal geometry. You already can do "vector graphics" in D3D. in fact, this is the default mode (non-texturized polygonal graphics). What you're really talking about is complicated meshes of 2D polygons.

So I think the best way to handle this is simply create and handle 2d animated models.

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High quality vector graphics rendering is a it more than just rendering triangles. High end vector APIs require compute shaders to pull of properly. You want GPU accelerates curve rendering, path tesselation, line capping, masking, various types of gradients, etc. –  Sean Middleditch Jun 16 '12 at 6:58
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