** No longer affects: ubuntu-font-family-sources (Ubuntu)
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https://bugs.launchpad.net/bugs/1536751
Title:
Font/text rendering is irregular and
see the first comments for a few (old) experiments I made using
different Qt font antialiasing settings
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Yeah I noticed QML_DISABLE_DISTANCEFIELD=1 made no improvement.
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Title:
Font/text rendering is irregula
UITK already using NativeRendering for text when GU<10.
Text *might* be improved by setting Qt's DPI and sub-pixel rendering
hints correctly.
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ht
A related QTBUG for Windows is [1] - and the last comment [2] suggests
what should be done here.
Our UITK's Label element, being mostly non-transformed, should probably
use Text.NativeRendering [3] (maybe depending on DPI?) and document
clearly that if you want transformable / animated text, you e
** No longer affects: qtmir
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Title:
Font/text rendering is irregular and not pixel-aligned on low DPI
It might be acceptable if the hinting was higher quality, but I think
that would require caching of whole strings (possibly with kerning)
rather than caching of individual glyphs.
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Also the two lower-case u's in "Ubuntu App Test" have particularly
different appearance.
It seems Qt is placing glyphs according to a higher fractional precision
than the resolution of the display, which while technically correct also
creates unacceptable blurring of text at low DPI.
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You rece
I can now see part of the problem more clearly.
If you look at labels that contain the same letter multiple times like
"Calculator" or "Security & Privacy", then it becomes apparent that the
clarity of that same letter changes depending on where it is in the
word.
Given that Qt caches individual
** Also affects: qtdeclarative-opensource-src (Ubuntu)
Importance: Undecided
Status: New
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Title
Found this image today, showing Unity8's font rendering next to GTK's:
https://launchpadlibrarian.net/290523497/IMG_1258.JPG
** Changed in: canonical-devices-system-image
Importance: Undecided => Medium
** Changed in: canonical-devices-system-image
Status: New => Confirmed
** Changed i
Technically not really a High bug, but we should keep a close eye on the
number of visual regressions in Unity8 compared to Unity7. So that
overall problem is itself High.
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** Also affects: canonical-devices-system-image
Importance: Undecided
Status: New
** Tags added: unity8-desktop
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I'm still curious to know if anyone checked if there's any font hinting
at all, in those labels :)
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Title
When it's fully extended the fonts look bad. So this is not a texture
coordinate problem. I think the surface texture is correctly pixel
aligned but we haven't yet made sure the font hinting within the surface
is also pixel-aligned. Unity7 text still looks nicer and more polished
than Unity8.
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On 13/07/2016 06:45, Daniel van Vugt wrote:
> The second part of the problem is that Unity8 (especially in the
> indicator pulldown) failing to apply a nice hinting setting to make the
> glyph curves aligned to pixel boundaries more often. So a glyph that
> should be represented as one pixel thickn
@Daniel:
I think font hinting is disabled by default for QML Text elements,
because Text uses distance fields rendering by default (more info at
http://blog.qt.io/blog/2011/07/15/text-rendering-in-the-qml-scene-graph/
)
That was changed in the Label component of our UI toolkit so that it
uses "Na
Just noticed this bug again, now in System Settings. On Unity7 it's
perfectly clear (sub-pixel RGB) but in Unity8 it's slightly blurry
(greyscale is used). So that's the first part of the problem.
The second part of the problem is that Unity8 (especially in the
indicator pulldown) failing to apply
Yeah thanks. Sub-pixel appears to partially work, although I suspect we
have the RGB/BGR ordering backwards. And that's not surprising because
of bug 1393578. Unity8 has no way of knowing the correct sub-pixel
ordering while Mir doesn't provide it.
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Hi Daniel,
have you had a look at the screenshots I attached, showing the results
of the distance field QML Text rendering comparing gray vs subpixel-lowq
vs subpixel-highq antialiasing modes?
(although I guess you're talking about native text rendering, but I
still thought it'd be worth pointing
It just occurred to me, the visual quality of text rendering would
improve a lot with sub-pixel rendering vs the greyscale rendering we
see. So Mir needs to expose sub-pixel ordering information before we can
do that --> bug 1393578
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Status changed to 'Confirmed' because the bug affects multiple users.
** Changed in: ubuntu-ui-toolkit (Ubuntu)
Status: New => Confirmed
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Status changed to 'Confirmed' because the bug affects multiple users.
** Changed in: ubuntu-font-family-sources (Ubuntu)
Status: New => Confirmed
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Status changed to 'Confirmed' because the bug affects multiple users.
** Changed in: harfbuzz (Ubuntu)
Status: New => Confirmed
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Status changed to 'Confirmed' because the bug affects multiple users.
** Changed in: unity8 (Ubuntu)
Status: New => Confirmed
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** Tags added: visual-quality
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Title:
Font/text rendering is irregular and not pixel-aligned on low DPI
I can't think of anything relevant changed in Qt itself since 5.5.1
landed in xenial in December, so it must have been some other package.
You may want to test Qt 5.6.0 to see if that gives any further
improvement https://wiki.ubuntu.com/Touch/QtTesting
The current plan would be to have Qt 5.6(.1
Reopened again. Although the situation definitely got better at the
start of April, font rendering in Unity8 still looks quite poor when
compared to Unity7.
The problem might just be misaligned textures like Unity8 bug 1510382.
** Changed in: harfbuzz (Ubuntu)
Status: Incomplete => New
**
Seems to be totally fixed in xenial today!
Can anyone confirm what package fixed it?
** Changed in: harfbuzz (Ubuntu)
Status: Confirmed => Incomplete
** Changed in: ubuntu-font-family-sources (Ubuntu)
Status: Confirmed => Incomplete
** Changed in: ubuntu-ui-toolkit (Ubuntu)
The problem is seemingly reduced in xenial now with the new visual
design. But the problem is not eliminated.
Fonts in the indicator pulldown (on desktop) are still not very well pixel
aligned. At a guess, it looks like we might have made any of these mistakes:
(a) Insufficient hinting
(b)
** Summary changed:
- QML Unreadable small fonts on 1366x768 screen
+ Font/text rendering is irregular and not pixel-aligned on low DPI screens
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