Re: 2D antialiased graphics using OpenGL
Adam Rice <adamrice-XZoyATsUNX5Wk0Htik3J/[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Keith Packard wrote: > Render exposes glyphs with precomputed opacity values for all three > components of the screen. As glyph hinting (at least today) requires that > glyphs be pixel aligned, we can easily precompute the three locations of > the glyph corresponding to the three visible components and select the > appropriate one on the fly. I've experimented with shifting glyphs by a > sub pixel and the results are quite encouraging: > > http://keithp.com/~keithp/subpixel Hate to be the bearer of bad news, but the "anti-aliased with sub-pixel sampling" example isn't. Isn't anti-aliased with sub-pixel sampling, that is. If you look at it magnified all the anti-aliasing pixels are grey. I went through the samples with xmag because on my LCDs at least, sample 2 looks *exactly* like sample 1. I've never seen sub-pixel rendering without any colour fringing whatsoever before, and I couldn't quite believe it. > But, I think I've demonstrated that really bad text > performance doesn't really seem to bother people (current per-component > text is drawn in software at around 50000 glyphs/sec) Depends how bad is bad! The Netscape 4 web font renderer was so slow you could watch it redrawing... that was bad. Incidentally, is there a good reason why an application would use a mixture of subpixel and non-subpixel anti-aliasing, or are my KDE applications just crackers (or misconfigured)? Adam Rice