Hi all,
I'm sorry I've disturbed this ML with my unclear questions. I did
found out by myself how to have optimal font rendering. What I was
missing was vertical font hinting because I was freely translating the
y coordinate by fractional amount so that vertical hinting was
actually lost. I
What do you mean by washed out? _What's_ washed out? Regardless
of what curve your grey-levels use, white should be white, and black
should be black, and fonts are mostly black and white
Hi,
I'm sorry I was not clear to express the problem. By washed out I
meant that, like in image
On 07/31/2012 01:51 PM, Francesco Abbate wrote:
I believe that gamma correction is necessary to render properly
antialiased graphics but when I render the text with gamma correction
it looks too much light, almost washed out.
An extremely powerful way to evaluate whether your gamma is correct
2012/7/31 Behdad Esfahbod beh...@behdad.org:
On 07/31/2012 01:51 PM, Francesco Abbate wrote:
An extremely powerful way to evaluate whether your gamma is correct is to use
fore / back colors of the same luminosity but different hue. Then if your
gamma is correct, the blending edges should have
Francesco Abbate francesco@gmail.com writes:
So the problem is still standing about why fonts looks washed with
gamma correction. More important too, what is the better method to
render fonts ? Disable gamma corrections ?
What do you mean by washed out? _What's_ washed out? Regardless
of
I wrote earlier:
[I guess you want to do any blending in a linear space
^ and interpolation too, of course!
(non-gamma-corrected), but obviously whatever you hand off to the
display system should be in whatever space the display system
expects...]
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