Hello,
This is a Tahoma font, rendered with OpenGL look how much difference between no-AA and with enabled multisampling. I think that with multisampling, the quality is quite good to not bother about sub-pixel AA. Sub-pixel AA could be added later, if there's any brave soul who can implement a fragment shader for it :) Moreover, with multisampling, all fragments on screen (lines, points, polygons) will also be automatically antialiased. This means no rigid edges for everything, not just for fonts :) -- Best regards, Igor Stasenko AKA sig. _______________________________________________ Pharo-project mailing list [hidden email] http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project |
Hi, may I ask how you are rendering these fonts? You parse the glyphs
and then render lines with opengl or use freetype to render to a texture
without antialiasing or both? If you asked me, I'd say I like the
method but for fonts they look a bit blury, I'd say too much for the
smaller ones. Also, what are you working on?
Regards, Javier. 2010/5/23 Igor Stasenko <[hidden email]> Hello, -- Javier Pimás Ciudad de Buenos Aires _______________________________________________ Pharo-project mailing list [hidden email] http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project |
2010/5/23 Javier Pimás <[hidden email]>:
> Hi, may I ask how you are rendering these fonts? You parse the glyphs and > then render lines with opengl or use freetype to render to a texture without > antialiasing or both? Squeak has already a TT font reader, so i just taking the data from there and piping to GPU. What you see here is freely scalable vector/curve rendering done completely on GPU. > If you asked me, I'd say I like the method but for > fonts they look a bit blury, I'd say too much for the smaller ones. I think this is best what you can achieve without hinting / subpixel AA. > Also, what are you working on? > I once did a GLCanvas, and now i want to reiterate and improve it using new callout mechanism (NativeBoost), and full coverage of OpenGL API, with all extensions available at your disposal. > Regards, > Javier. > > 2010/5/23 Igor Stasenko <[hidden email]> -- Best regards, Igor Stasenko AKA sig. _______________________________________________ Pharo-project mailing list [hidden email] http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project |
On May 23, 2010, at 11:04 PM, Igor Stasenko wrote: > 2010/5/23 Javier Pimás <[hidden email]>: >> Hi, may I ask how you are rendering these fonts? You parse the glyphs and >> then render lines with opengl or use freetype to render to a texture without >> antialiasing or both? > > Squeak has already a TT font reader, so i just taking the data from there > and piping to GPU. > What you see here is freely scalable vector/curve rendering done > completely on GPU. > >> If you asked me, I'd say I like the method but for >> fonts they look a bit blury, I'd say too much for the smaller ones. > > I think this is best what you can achieve without hinting / subpixel AA. > >> Also, what are you working on? >> > I once did a GLCanvas, > and now i want to reiterate and improve it using new callout mechanism > (NativeBoost), > and full coverage of OpenGL API, with all extensions available at your disposal. Igor it would be good it we could have NativeBoostRomeCanvas if you see what I mean :) > >> Regards, >> Javier. >> >> 2010/5/23 Igor Stasenko <[hidden email]> > > > -- > Best regards, > Igor Stasenko AKA sig. > > _______________________________________________ > Pharo-project mailing list > [hidden email] > http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project _______________________________________________ Pharo-project mailing list [hidden email] http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project |
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