[Pharo-project] Rendering fonts on OpenGL
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.
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. 2010/5/23 Igor Stasenko <siguctua@gmail.com>
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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-- Javier Pimás Ciudad de Buenos Aires
2010/5/23 Javier Pimás <elpochodelagente@gmail.com>:
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?
Squeak has already a TT font reader, so i just taking the data from there and piping to GPU. What you see here is freely scalable vector/curve rendering done completely on GPU.
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.
I think this is best what you can achieve without hinting / subpixel AA.
Also, what are you working on?
I once did a GLCanvas, and now i want to reiterate and improve it using new callout mechanism (NativeBoost), and full coverage of OpenGL API, with all extensions available at your disposal.
Regards, Â Â Â Â Â Â Â Â Â Â Â Javier.
2010/5/23 Igor Stasenko <siguctua@gmail.com>
-- Best regards, Igor Stasenko AKA sig.
On May 23, 2010, at 11:04 PM, Igor Stasenko wrote:
2010/5/23 Javier Pimás <elpochodelagente@gmail.com>:
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?
Squeak has already a TT font reader, so i just taking the data from there and piping to GPU. What you see here is freely scalable vector/curve rendering done completely on GPU.
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.
I think this is best what you can achieve without hinting / subpixel AA.
Also, what are you working on?
I once did a GLCanvas, and now i want to reiterate and improve it using new callout mechanism (NativeBoost), and full coverage of OpenGL API, with all extensions available at your disposal.
Igor it would be good it we could have NativeBoostRomeCanvas if you see what I mean :)
Regards, Javier.
2010/5/23 Igor Stasenko <siguctua@gmail.com>
-- Best regards, Igor Stasenko AKA sig.
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participants (3)
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Igor Stasenko -
Javier Pimás -
Stéphane Ducasse