Hi, may I ask how you are rendering these fonts? You parse the glyphs
and then render lines with opengl or use freetype to render to a texture
without antialiasing or both? If you asked me, I'd say I like the
method but for fonts they look a bit blury, I'd say too much for the
smaller ones. Also, what are you working on?
Regards,
���������������������� Javier.
Hello,
This is a Tahoma font, rendered with OpenGL
look how much difference between no-AA
and with enabled multisampling.
I think that with multisampling, the quality is quite good to not
bother about sub-pixel AA.
Sub-pixel AA could be added later, if there's any brave soul who can
implement a fragment shader for it :)
Moreover, with multisampling, all fragments on screen (lines, points,
polygons) will also be automatically antialiased.
This means no rigid edges for everything, not just for fonts :)
--
Best regards,
Igor Stasenko AKA sig.
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