No, my method is just an improvement of the computation of the distance field.
It's the same algorithm for rendering, hence it has the same problems with corners.
It's not the optimal representation for font glyphs, but it most definitely gives you
more detail per byte than what you would get with an ordinary bitmap.
This is not a method to store and render scalable vector fonts for general use,
but a real time method for getting rid of pixeled and/or blurry edges in contour
I did a version with different interpolation with explicit gradients, but that
rounds off corners even more, and adds some wobbliness near them.
The advantage is a smooth outline (C2 continuous), but it comes at
the cost of wobbling near corners and when features get too thin, and a
larger requirement on storage (local gradients need to be stored as well).
A link to that alternate demo is here:
I don't recommend that method. I think it's better to double the resolution
of the plain distance field instead - it gives better looking results using the
same amount of texture storage.