I'm trying to draw quadratic bezier curve (as line). I approximate quadratic bezier curve as parabola ($y=x^2$), according to this document http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html
There, in section "25.5 Antialiasing" Loop/Blinn claims that signed distance from point (x,y) to the curve $f$(which is $y=x^2$) is:
or:

Is this correct? [I read, that it is impossible to have another "parallel" bezier curve]
I ask this because, if I want to detect distance more than 1-2 pixels, and have a high
triangle base/height ratio, than "distance" shrinks on the base direction.
For example, here is 50px distance from inner side of the curve filled green, all other red (all ok):

And this one shrunken (pay attention, that distance on height axis still is correct):

Curve drawing in triangle with coordinates (0,0) (0.5,0) (1,1). Which is 1st quadrant.
The formula gives only an approximation. If $f(\mathbf x)$ is a continuously differentiable function and the point $\mathbf a$ is ,,close'' to the implicit curve/surface $f(\mathbf x)=0$ and the closest point of the curve is $\mathbf a_0$ then $$ f(\mathbf a) = f(\mathbf a)-f(\mathbf a_0) \approx (\nabla f)\cdot (\mathbf a-\mathbf a_0). $$ The vectors $\nabla f$ and $\mathbf a-\mathbf a_0$ must be approximately parallel, so $$ f(\mathbf a) \approx \pm ||\nabla f(\mathbf a)|| \cdot ||\mathbf a-\mathbf a_0|| = ||\nabla f(\mathbf a)|| \cdot sd. $$
If the point $\mathbf a$ is far from the curve then the formula is useless.
If you need the precise distance from a parabola then it leads to some cubic equation.