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Text Rendering Hates You

gankra.github.io

21–30 of 172 posts

Re: Text Rendering Hates You

#21
post #7

High-DPI (namely 200+ DPI, aka Retina) text rendering on desktop computers is one of the more impactful hardware developments for programmers in a while. When you're looking at text all day every day, having every single glyph take a massive step up in fidelity (4x the pixel budget!) is not to be sneezed at.

This for sure. I love my iMac 27” 5k simply because how text looks on it so much better than even a 28” 4K. 220 DPI is a magical number

Re: Text Rendering Hates You

#22
post #20
post #4

Fun fact about subpixel antialiasing: at some point, Firefox was printing the subpixels when printing PDFs displayed with PDF.js. That looked awful. I'm actually not sure whether that was fixed, as I haven't printed in years (also, I have disabled subpixel AA for a while because of my dual monitor not in the same direction setup)

Probably because pdf.js is implemented using so it's basically like printing screenshots of the PDF

They have been working on SVG backend for quite a while to get real vector printing, still not done.

Re: Text Rendering Hates You

#23
post #19

> Synthetic bold: paint every glyph multiple times with a slight offset in your text-direction. Designers forgetting to include a bold version of their web fonts is one of my biggest bug bears. It always stands out, especially on Safari on iOS as you zoom in and out.

I think Chrome (PC/Android) implements synthetic bold by expanding the glyph outline, then drawing it with subpixel off. It's prettier than Firefox's "horizontal-only extrusion", but sometimes leads to funny artifacts at sharp corners.

Re: Text Rendering Hates You

#24
post #2

Another pain point on text AA: Many renderers mix up colorspaces on antialiasing. For example freetype assumes a linear colorspace when calculating the antialiased bitmap but AFAIK both GTK and QT apply it directly on sRGB without any adjusting. The result is apparently thickened fonts when displayed black on white and thinned fonts when displayed white on black. Edit: Some background can be read on [0]. [0] https://…

With high density monitors on the rise we should get rid of LCD (RGB rainbows) anti alias as its really just a hack.

Re: Text Rendering Hates You

#26
If it weren't for Windows, we could move on from TrueType outlines (.ttf) to CFF outlines (.otf). .otf works nicely on non-Microsoft rasterizers. It was terrible on XP. Now on Windows 10 it’s less terrible, but .otf fonts on Windows 10 using DirectWrite look bolder and blurrier than using FreeType, Apple, or Adobe rasterizers.

If Microsoft adopted the Mac font rendering aesthetic and fixed their CFF rasterizer, we wouldn't need to worry about TrueType hinting anymore. But now, since your PDFs and Web fonts get viewed on Windows, you need to use TrueType outlines with Windows-friendly hinting even if you aren't using Windows yourself.

Re: Text Rendering Hates You

#28
post #7

High-DPI (namely 200+ DPI, aka Retina) text rendering on desktop computers is one of the more impactful hardware developments for programmers in a while. When you're looking at text all day every day, having every single glyph take a massive step up in fidelity (4x the pixel budget!) is not to be sneezed at.

I miss my amber Hercules screen

Re: Text Rendering Hates You

#29
post #9

It seems that the term "subpixel" is overloaded. In one meaning the term refers to the RGB parts. In another meaning the result looks different when the text is shifted by less than a pixel, even on a monochrome screen.

In the first case, I believe that it's normally referred to as "subpixel antialiasing". And in the second case, "subpixel positioning".
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