[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-29 Thread Charles Dang
Follow-up Comment #7, bug #24959 (project wesnoth):

Ok, it seems that somehow blitting the text surface directly onto
semi-transparent canvas causes issues. I dunno why this isn't a problem for
label widgets... something must happen to the canvas when constructing a
dialog that doesn't happen if you draw text directly to the canvas.

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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-29 Thread Charles Dang
Follow-up Comment #6, bug #24959 (project wesnoth):

Removing the background from the text box makes the text look better. Hm.

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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-19 Thread Wedge009
Follow-up Comment #5, bug #24959 (project wesnoth):

Some interesting differences, and not just in the input box. I know you did a
change not so long ago relating to the Cairo anti-aliasing and dropping the
special case for Windows. While I think what we have now is an improvement
over how it was back then, it does look like there is still some inferior
rendering going on in Windows.

On the other hand, there's some interesting interactions between the
horizontal line of the t and the dot of the i in the 'multi-player' and
'log-in' text at the top of the Linux image.

(file #28414, file #28415)
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File name: mp_windows.png Size:77 KB


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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-18 Thread Charles Dang
Follow-up Comment #4, bug #24959 (project wesnoth):

Hmmm. Could you compare at any text you can type in text boxes, such as the
username field in mp connect?

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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-12 Thread Wedge009
Follow-up Comment #3, bug #24959 (project wesnoth):

It's not an obvious difference to me. Perhaps the font size difference may
also be making an impact? Do you think it's another Windows-specific text
rendering issue? Any difference that's there is even harder to see in Linux.
If I had to pick one, overall I'd say the Linux rendering looks nicer.

I had a look at the ttext references, to see if maybe I could experiment with
using one over the other, but I find it all so scattered and hard to read. ):

(file #28272, file #28273)
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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-11 Thread Charles Dang
Follow-up Comment #2, bug #24959 (project wesnoth):

Compare, for example, the text in the headings of the status dialog to the
text in the list. The former looks markedly worse, IMO.

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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-11 Thread Wedge009
Follow-up Comment #1, bug #24959 (project wesnoth):

Is there a good example of a dialogue I should be looking at to check this?

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[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-10 Thread Charles Dang
URL:
  

 Summary: gui2::ttext renders worse than font::ttext
 Project: Battle for Wesnoth
Submitted by: vultraz
Submitted on: Wed 10 Aug 2016 11:06:36 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: All
Operating System: Windows 10

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Details:

gui2::tcontrol widgets like tlabel seems to call font::ttext directly, while
gui2 canvas operations call gui2::ttext (which then calls font::ttext). The
output of the latter seems to be worse than the output of the former.

The latter also doesn't seem to handle newline characters correctly.

Needs investigation.




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