On Wed, Jun 13, 2007 at 03:03:32PM +0200, Udo Giacomozzi wrote: > Hello strk, > > Wednesday, June 13, 2007, 12:11:33 AM, you wrote: > s> (NOTE: implement vectorial glyphs rendering for ogl?) > > Only with anti-aliasing. Otherwise rendering would be very poor (worse > than scaling bitmaps)... > >
I dropped support for textured glyphs from device fonts. Rationale is that we don't use textured glyphs for embedded fonts either, which is when the OGL text quality "regression" came out: as you say, ogl rendering of shapes is not antialiased, so textured glyphs did a better job. Now, a shape_character_def to texture_glyph *should* be available as a method somewhere in that horrible fontlib.cpp file. That's what used to work before I dropped it (needed to drop to allow playing while loading and not finding a way to cleanup that pile of excellent code... So, if anyone handles to cleanup that code, a generic shape_character_def to texture_glyph might be used by OGL to get nice text back, or we can just drop textured glyphs as a whole and focus on fixing OGL. BTW, the current vectorial device font doesn't seem to work at all with OGL, left/right fill problem most likely as I saw a similar thing with drawing api. --strk; _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

