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It'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 t
by Jasper_ 6y ago
It'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!