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This look exciting, but I am obsessed with the lack of subpixel rendering for fonts in godot (imgui, nanovg, etc). The fonts just look crummy to me. As I under
by peetle 6y ago
This look exciting, but I am obsessed with the lack of subpixel rendering for fonts in godot (imgui, nanovg, etc). The fonts just look crummy to me.
As I understand it, subpixel rendering is a treacherous patent landscape. Is that the reason why it is consistently missing from these tools?
- steerablesafe 6y agoAs far as I know all Microsoft patents expired in this area. edit: seems like it wasn't too long ago. https://www.freetype.org/patents.html https://www.freetype.org/patents.html
- Jasper_ 6y agoIt's more because it's a fairly niche technique that requires either dual-source blending or constant blend colors, things that game rendering engineers don't think about often. It's also tricky to make work with transparency, which is the reason OS X ditched it. Basically, nobody in the video games space does it frequently. Maybe I should clean up and open-source my subpixel text renderer that uses dual-source blending....
- derac 6y agodo it man! point the godot devs to it as well :D
- mooman219 6y agoSubpixel text rendering also requires intimate knowledge of the display being rasterized for, and becomes a mess once you enter multiple displays with different pixel layouts. I was working on support in my font library https://github.com/mooman219/fontdue/ https://github.com/mooman219/fontdue/, but it quickly becomes not worth it. I'm interested to see your approach to the problem if your project is online!
- checker659 6y agoFYI, there's no subpixel rendering in macOS anymore (since 10.15).
- gameswithgo 6y agoAfter you see really nice fonts, and get used to them, bad ones just drive you crazy. a 1440p or 4k monitor for instance, after having one you don't want to use a 1080p monitor for text any more! I imagine for games its partly a performance issue that they don't do fancier font rendering sometimes.