But I don't agree that a monitor's white = a bright lamp ( it's fortunate
for our eyes that it isn't).
In order to emulate a bright lamp, or generally the sun in videogames, you
add a halo, that will make the white so saturated that it will bleed around
it. And this is what will make a dark thin
.
Smoother curves and diagonals is another goal, as is cancellation of color
in subpixel rendering. I believe that there is a single gamma function
that will do all of these at the same time, because it is primarily a
physics problem.
Thanks.
-Dave
On 11/7/2013 10:29 AM, another gol wrote
in subpixel rendering. I believe that there is a single gamma function
that will do all of these at the same time, because it is primarily a
physics problem.
Thanks.
-Dave
On 11/7/2013 10:29 AM, another gol wrote:
Still, IMHO gamma correction shouldn't be about the look, but the
-weight-.
I
True that converting to/from linear is usually done using lookup tables.
Even though I try to avoid lookup tables these days, the problem is that
most API/tools out there work on 8bit RGB(A). Usually you convert 8bit to
16bit, work on that, then 16bit back to 8bit. But for this to be lossless,
the
He must be talking about the old greyscale antialiasing in the GDI. That
one is better forgotten, it sucked for many reasons, Cleartype wasn't
that much better because of RGB sub-pixelling, but mainly because it was a
much better antialiaser ( yet not amazing) than the poor old one.
Cleartype is
No, I'm not talking about a whole pixel line spread over 2 pixels, I'm
talking about dimmed fonts due to the fact that a stem is smaller than a
pixel in width.
It's not a technical problem at all, it just seems to be how most popular
fonts are designed, stems a little thinner than a pixel at
the baseline looks shifted
up by the same amount.
)
On Tue, Oct 22, 2013 at 1:36 AM, another gol another...@gmail.com wrote:
Hi,
I'm seeing something weird in the ouline given out by freetype (2.5), when
hinting is disabled (or set to the TTF's own there's none), the geometry
below
Hi,
I'm seeing something weird in the ouline given out by freetype (2.5), when
hinting is disabled (or set to the TTF's own there's none), the geometry
below the baseline seems to be shifted up by a tiny fraction.
My test is a font of 2048 units/EM, used at height 16, so that 128 units=1
pixel
Hi,
Would be nice to have x-height capheight published (I know I'm not the
first one to ask).
I fully understand that they're only available in a truetype chunk, but
when the info is there, it beats having to guess it. Both are quite
important for balanced text vertical centering.
How does
Hello,
I'm using Freetype along with a custom rasterizer (based on Antigrain's) in
my app.
I have a few questions as well as some thoughts I'd like to share.
1. my rasterizer doesn't use horizontal hinting at all, only vertical.
Again, this was proved to work well in Antigrain's test
10 matches
Mail list logo