Re: [GD-General] FreeType
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From: Andras B. <and...@gm...> - 2006-01-02 05:13:31
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Brian, I'm not sure exactly where your problem is. Do the generated glyphs look bad themselves? Or do they look bad only when rendered on screen? Anyways, I used to have a pretty bad font renderer too, here are some links that helped me perfect it: About ClearType font rendering: http://grc.com/ctwhat.htm ClearType is absolutely great, but it only works in 2D pixel perfect rendering, as soon as you get some perspective, or stretch, you are gonna miss pixels, and it ruins the whole idea of ClearType. Another problem is, that the Windows text renderer creates a true color image for cleartype, and there's no alpha information. And it's not obvious how to combine those 1/3 pixel parts when blending it on a non-solid background.. About texture fonts: http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=009649 Look for Jon's (jwatte) posts, the truth is with him. ;) I also thought that glyph based rendering was the way to go, until I've found this thread. Rendering entire words is definitely a superior approach. Especially, if you need support for arabic, chinese or cirillic languages. Windows text rendering is very fast, and async texture uploads (via PBO) are very efficient. About texture filtering: http://www.mindcontrol.org/~hplus/graphics/opengl-pixel-perfect.html And so far, I haven't seen any drivers that would not conform to this.. Oh, and here's a great utility to check that everything is pixel perfect (much better than Windows' built-in magnifier): http://magnifier.sourceforge.net/ Hmm, one more thing: when rendering text on top of a 3D scene, then you'll need shadows to make the font readable in every situation. I prefer one pixel thick crisp hard shadow around the text, but you can also compute soft shadows easily during the texture generation. Now, do this with a glyph based renderer. :) Hope this helps, Andras Sunday, January 1, 2006, 9:03:41 PM, you wrote: > Thread necromancy! > I've started using FT2 via PyGame, and the font rendering...sucks. > I'm sticking with Courier New on the Windows platform and generating > glyphs, anti-aliased, into > At least two problems have surfaced. The first is that the fonts just > don't look that good compared to the built-in Windows renderer, which > presumably uses ClearType or something similar (using zoomin the > difference is fairly obvious). > The second problem, which is not FT2 specific, is that it seems that > where I need to index my texels differs from driver to driver. On > some drivers I need to go from 0,0 to glyph.width,glyph.height, and on > other drivers I need to offset those values by 0.5 texels. Anyone > else seen this? > Brian |