On Wed, Mar 9, 2011 at 11:51 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> After spending a while brooding over the code and how to change it, I > made a start with moving the Gaussian blur for the text backdrop into > the surface class, so that it would become a functionality available > for all surfaces. Finished and checked in. I ended up with using different kernel values for the color and alpha channels. So for RGB, you get a traditional gaussian blur that leaves the overall brightness of the image constant. The alpha channel gets "darkened" (i.e. more opaque), so in case of the text rendering, you get a visible outline, but not as extreme as before. So I hope to move on and continue work on the individual glyph caching. I'm also still waiting on some opinions for my GUI suggestion here: http://lists.nongnu.org/archive/html/adonthell-artwork/2011-03/msg00001.html Might spend some more time on that, too, so that I can actually dive into building the WE remake user interface once the text rendering optimisation is done. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel