From: Nicolai H. <pre...@gm...> - 2006-04-01 18:09:02
|
On Friday 31 March 2006 19:49, Keith Packard wrote: > On Fri, 2006-03-31 at 09:33 -0700, Brian Paul wrote: >=20 > > AFAIK, nobody's hardware does that. > >=20 > > When that kind of antialiasing is done for text, I think it's the job=20 > > of the font rendering code to do so. >=20 > It's not the construction of the glyphs that's at issue here, I don't > think. The glyphs are drawn to the screen using a separate alpha channel > for each component in the pixel, an operation which isn't directly > supported by the GL API at present. I don't know what we'd need in the > hardware for this to be efficient though; I believe it is possible to do > it today using three passes for each string, which seems horrendous > until you realize how slow it will be to do the same thing with the CPU. Surely you could just use an RGB texture instead of an ALPHA texture? Then= =20 it's just a matter of setting the appropriate texture environments and=20 blending modes. cu, Nicolai |