Re: OpenGL, xserver, and anti-aliased fonts
Jon Smirl <jonsmirl-/[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
I thought we had worked through the sub-pixel rendered text with OpenGL problem a couple of months ago and come up with a solution. Wasn't it some neat trick using a blend function? Or are we concluding that sub-pixel rendering can't be done with hardware compositing? --- Jim Gettys <[email protected]> wrote: > Allen, > > I looked at your OpenGL AA text in the graphs. > > It does not come close to that we get now with the Xft > technology. The reason is that the Xft forms of AA > work hard to keep the sharp edges of the characters on pixel > boundaries, so only pixels that would be participating in jaggies > are anti-aliased. > > Examine the text magnified in: > http://freedesktop.org/~keithp/screenshots/ > In these examples, the text is subpixel rendered; you'll > see that by different colors in your blown up pixels. > > So while AA text in OpenGL is clearly good for OpenGL based text, > particularly when you are doing 3D applications, it isn't > competitive for serious text applications; you suffer from > the fuzzies. > > To do this in the OpenGL world is an interesting question; > in the Xft technology, you have to adjust the outlines before > rasterization and anti-aliasing, with knowledge of the pixels, > so that the outlines are adjusted to pixel boundaries, avoiding > AA effects on vertical and horizontal strokes. > > I don't know how you'd achieve this in a 3D pipeline. If > these 3D beasts are truly becoming fully programmable, maybe > it is possible... > > Remember, the eye is an edge detector in nature. It *really* likes > sharp edges. > - Jim > > On Thu, 2004-03-04 at 21:51, Allen Akin wrote: > > On Fri, Mar 05, 2004 at 12:45:47PM +1100, catach-m/[email protected] wrote: > > | I'd like to hear everyone's thoughts (or feel thier nudges in the right > > | direction!) ... > > > > Like Carl said, check the archives for the first week of November; there > > was lots of discussion then. > > > > Personally, I'm biased toward using geometric primitives (as opposed to > > image primitives) as much as possible -- there's much better hardware > > acceleration for them, they permit cleaner interaction between text and > > other objects, they can be used in compact display lists, they introduce > > fewer order-dependencies than image compositing, there may be > > opportunities to exploit the programmability of current-generation > > graphics chips, etc. But there are also performance disadvantages on > > desktop hardware older than three years and on hardware without > > floating-point, so I suspect mine is a minority opinion. > > > > Regardless of the rendering method you use, you'll need to be careful > > about hinting, subpixel positioning, and gamma correction. > > > > Just for proof-of-concept, if you take a look at the graphs on > > > > http://arden.org/solar > > > > They're rendered using OpenGL. The text in the axis labels and captions > > is antialiased. It's drawn using a multipass method with all-positive > > filter kernel weights that I generated as part of a small optimization > > experiment. I think the rendering parameters are decent for a CRT > > adjusted to meet the specs of sRGB, but would need to be changed > > slightly for LCD. > > > > Again, there was much more detailed discussion back in November. > > > > Allen > > > > _______________________________________________ > > xserver mailing list > > [email protected] > > http://freedesktop.org/mailman/listinfo/xserver > -- > Jim Gettys <[email protected]> > HP Labs, Cambridge Research Laboratory > > > _______________________________________________ > xserver mailing list > [email protected] > http://freedesktop.org/mailman/listinfo/xserver ===== Jon Smirl jonsmirl-/[email protected] __________________________________ Do you Yahoo!? Yahoo! Search - Find what youre looking for faster http://search.yahoo.com