Hi Thomas,

 

I can report now that I have finally achieved LCD antialiased text so thanks
for your help.

 

The one caveat is that the SVG canvas always has a black background even if
I explicitly set it using svgCanvas.setBackground().  I guess this is
because every time a buffered image is created it defaults to a big black
void when no alpha values are used in the colour model.  I tried explicitly
filling the buffered images with a white rectangle but there seems to be a
number of places in the code where images are created and I don't want to
have to override every one of those classes.

 

So this means that if I want a white background on my special LCD canvas
then I need to do it in the SVG itself.  I can live with that.

 

Thanks again,

 

John

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, 4 November 2008 23:43
To: [email protected]
Cc: [email protected]
Subject: RE: Text rendering issues - again

 


Hi John,

"John C. Turnbull" <[EMAIL PROTECTED]> wrote on 11/04/2008 06:32:53 AM:

> BTW, what exactly is a "Rable" and a "Red" in the Batik context? 

   Rable -> Renderable  - abstract Image in float coordinate system 
   Red   -> Rendered    - concrete Image with pixels. 

>   
> John 
>   
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
> Sent: Tuesday, 4 November 2008 22:04
> To: [email protected]
> Cc: [email protected]
> Subject: RE: Text rendering issues - again 
>   
> 
> Hi John,
> 
> "John C. Turnbull" <[EMAIL PROTECTED]> wrote on 11/04/2008 04:20:01
AM:
> 
> > My understanding is that I need to override methods in the renderer 
> > to create opaque buffered images instead of transparent ones.  The 
> > only way I can think of doing this is to change the colour model to 
> > one that does not store alpha values.  Well, that part is OK but in 
> > the repaint() method there is a point where the raster from the 
> > opaque buffered image I have created is copied into the CachableRed 
> > in rootCR.  This crashes complaining that the colour models are not 
> > compatible and it seems to be because the CachableRed has been 
> > created with a colour model that includes alpha whereas the buffered
> > image I have created does not. 
> 
>    Right unfortunately. 
> 
> > Am I approaching this the right way?  Does this mean that I also 
> > have to override the creation of the CachableRed in rootCR as well?
How? 
> 
>    It seems that is the case unfortunately.  The classes that need
changing 
> are batik.gvt.filter.GraphicsNodeRable8Bit and batik.gvt.filter.
> GraphicsNodeRed8Bit. 
> I think (hope) the changes are fairly simple.  The Rable only needs to be 
> modified to create your subclass of the Red (if you decide to create a new

> class instead of modifying Batik's).  In the Red8Bit replace or 
> augment the createColorModel method (alternately you might modify the
Batik 
> class so it can look for a rendering hint that it should be opaque). 
> 
> > From: John C. Turnbull [mailto:[EMAIL PROTECTED] 
> > Sent: Tuesday, 4 November 2008 11:16
> > To: [email protected]
> > Subject: RE: Text rendering issues - again 
> >   
> > Hi Thomas, 
> >   
> > Thanks for the input. 
> >   
> > No, I never said anything about giving up!  I merely suggested that it
*may
> > * not be possible. 
> >   
> > So basically what you are suggesting is to create another renderer 
> > just for sub-pixel antialiased text rendering that creates an opaque
> > BufferedImage for the off-screen buffer and then have a special 
> > canvas type for using this renderer which overrides the appropriate 
> > methods.  Is this correct? 
> >   
> > That sounds quite do-able to me and would fit well into my usage 
> > pattern which is multiple canvasses.  I think the limitation of not 
> > being able to stack canvasses that include an LCD text-rendering 
> > canvas will also not be a problem. 
> >   
> > Cheers, 
> >   
> > John 
> >   
> > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
> > Sent: Tuesday, 4 November 2008 10:32
> > To: [email protected]
> > Cc: [email protected]
> > Subject: RE: Text rendering issues - again 
> >   
> > 
> > Hi John,
> > 
> > "John C. Turnbull" <[EMAIL PROTECTED]> wrote on 11/03/2008 05:08:58
PM:
> > 
> > > It seems that achieving LCD sub-pixel antialiasing with Batik may 
> > > not be possible. 
> > 
> >    Oh, come now, don't give up so easily ;) 
> > 
> > > An analysis of a trace log from the Batik code by Dmitri 
> > > Trembovetski of Sun has revealed that LCD antialiasing is not 
> > > happening because the image buffer in use is not opaque even though 
> > > I am explicitly setting the rendering hints to achieve it.  I guess 
> > > the reason for this is to enable SVG canvasses to be overlayed one 
> > > on top of the other and have the underlying graphics "show through" 
> > > the top layer. 
> > >   
> > > Does this sound correct?  I mean is this the reason why the image 
> > > buffer is not opaque?   
> > 
> >    Yes, this is why we use a transparent buffer.  Also it gives 
> > the 'correct' result for rendering something like a PNG where you 
> > want to preserve the transparency for later compositing. 
> > 
> > > Unfortunately LCD antialiasing only works on 
> > > opaque surfaces. 
> > 
> >    All rendering of the document is controlled by the 
> > batik.gvt.renderer.ImageRenderer used by the canvas.  We currently have 
> > two basic versions a static version (that uses a tile cache) and a 
> > dynamic one that just renders the requested region.  These classes 
> > create the BufferedImage that is actually rendered to by the canvas. 
> > 
> >    You can substitute your own ImageRenderer by replacing the 
> > 'createImageRenderer()' method on the canvas (probably by 
> > subclassing).  To create your own ImageRenderer, you might try 
> > simply replacing 'updateWorkingBuffers' with a version that 
> > constructs opaque BufferedImages.  Actually you will need to 
> > fix 'repaint' as well (it constructs a buffered image using the 
> > root GN's ColorModel which will have transparency). 
> > 
> > > As an aside, I can get LCD antialiasing to work if I render the 
> > > glyph vector into an opaque image and then blast that opaque image 
> > > on to the image buffer but this necessitates having a background 
> > > colour for the text which clears the rectangle in which the text is 
> > > bound.  Clearly this is not the solution. 
> > 
> >    Right, but if you make the canvas's Image opaque you simply 
> > lose the ability to 'stack' canvases. 
> > 
> > > Any thoughts? 
> > 
> >    See above... 
> > 
> > > From: John C. Turnbull [mailto:[EMAIL PROTECTED] 
> > > Sent: Thursday, 30 October 2008 07:23
> > > To: [email protected]
> > > Subject: Text rendering issues - again 
> > >   
> > > I thought I had made the necessary modifications to achieve true 
> > > sub-pixel antialiasing in Batik but after consultation with Stuart 
> > > Pook I have found that this is not the case.  This is proving very 
> > > problematic. 
> > >   
> > > So, what would prevent Batik from rendering text using true sub-
> > > pixel antialiasing?  I have gone through the entire Batik code base 
> > > and changed everything that looked relevant but it still doesn't 
> > > work.  I have even gone to the extent of replacing the code in the 
> > > draw() method of AWTGVTGlyphVector where the text is actually 
> > > rendered with this: 
> > >   
> > > graphics2D.setColor(Color.BLACK); 
> > > graphics2D.setPaint(new Color(0, 0, 0)); 
> > > graphics2D.setTransform(new AffineTransform()); 
> > > graphics2D.setFont(new Font("Segoe UI", Font.PLAIN, 13)); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, 
> > > RenderingHints.VALUE_ANTIALIAS_OFF); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, 
> > > RenderingHints.VALUE_STROKE_PURE); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_RENDERING, 
> > > RenderingHints.VALUE_RENDER_QUALITY); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, 
> > >     RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_HRGB); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_TEXT_LCD_CONTRAST,
120); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, 
> > >     RenderingHints.VALUE_FRACTIONALMETRICS_ON); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, 
> > > RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, 
> > > RenderingHints.VALUE_COLOR_RENDER_QUALITY); 
> > > graphics2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION, 
> > > RenderingHints.VALUE_INTERPOLATION_BICUBIC); 
> > > graphics2D.drawString("Some test text", 20, 20); 
> > >   
> > > As you can see, I am setting every possible relevant rendering hint 
> > > to achieve sub-pixel antialiasing and this code fragment produces 
> > > the desired results when used outside of the Batik context.  But 
> > > within Batik, the text  is rendered using standard antialiasing only. 
> > >   
> > > It seems that something in either the graphics configuration or 
> > > component configuration within this Batik method is preventing true 
> > > sub-pixel antialiasing from happening even though I am explicitly 
> > > requesting it.  What could possibly be causing this? 
> > >   
> > > Thanks, 
> > >   
> > > -JCT

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