I have 0 idea actually. I think macOS triggers different rendering
automatically when it encounters any OVERLAP_* thingy.
Hi Nikolaus
> Random thought: Test with Cascadia Code
> (https://github.com/microsoft/cascadia-code/releases/tag/v2007.01). The
> (variable) font is very Lego-like in its construction.
You have seen a lot of these fonts. How often the variation fonts set
OVERLAP_SIMPLE or OVERLAP_COMPOSITE
Random thought: Test with Cascadia Code
(https://github.com/microsoft/cascadia-code/releases/tag/v2007.01). The
(variable) font is very Lego-like in its construction.
Hi guys,
After some more thinking I committed thw oversampling implementation.
It requires new FT_OUTLINE_OVERLAP to use this method consciously.
Alexei
PS: To quickly test it use this one-liner:
diff --git a/src/smooth/ftsmooth.c b/src/smooth/ftsmooth.c
index b32629205..e6d5d04f4 100644
---
David,
On Mon, Jun 29, 2020 at 6:58 PM David Turner wrote:
> So, could have a deep look at the patches here. They're pretty neat. I'll
> just recommend documenting the subtle computations in ft_smooth_slow_spans()
> a little better, and avoid branches altogether, by using bit twiddling to
>
So, could have a deep look at the patches here. They're pretty neat. I'll
just recommend documenting the subtle computations in
ft_smooth_slow_spans() a little better, and avoid branches altogether, by
using bit twiddling to perform saturated addition instead (removing
branches from loops is
Le mar. 23 juin 2020 à 05:42, Alexei Podtelezhnikov a
écrit :
> Hi again,
>
> The oversampling is implemented though inflating the outline and then
> averaging the increased number of cells using FT_RASTER_FLAG_DIRECT
> mechanism. The first two patches set the stage by splitting the code
> paths
Hi again,
The oversampling is implemented though inflating the outline and then
averaging the increased number of cells using FT_RASTER_FLAG_DIRECT
mechanism. The first two patches set the stage by splitting the code
paths for LCD rendering out of the way and trying
FT_RASTER_FLAG_DIRECT for
Hi everybody,
This is a proof of concept for oversampling to decrease artifacts in
rendering overlaps. The attached images show how the artifact visible
at the top of B, E, F, T decreases as we increase oversampling from
1x1, to 2x2, to 4x4. The price is doubling and quadrupling the
rendering