I think this is a consequence of trying to position each glyph at the closest point its projection on to the theoretical baseline on a relatively low-res device. I suspect it would look fine at printer resolutions. Whilst rotating an image would help the baseline I don't think you'd be
happy with the appearance of the glyphs.

Your best option for quality is likely to get the outline of the text and use Graphics2d.fill(Shape). You'll also want to set ANTIALIAS_ON (that's the graphics AA flag not the text one since here you are rendering a shape, not a text primitive).

The most robust way to get the outline of the text is by calling TextLayout.getOutline(..);

-phil.

[EMAIL PROTECTED] wrote:
When rotated at some angles the position of characters relative to the baseline 
is a bit erratic (by a pixel or so). This still occurs with text antialiassing 
and/or fractional metric hints enabled. I'm using jre6_u04.
I was wondering if it would be better to render the text (horizontally) into a 
bitmap (possibly at higher resolution) and then rotate and draw the resulting 
bitmap.
Performance is not a great concern as the result is cached.

Any suggestions?
[Message sent by forum member 'mthornton' (mthornton)]

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