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Well in CSS you can't do anything about it, that's just how the browser works. If you'd be doing WebGL you can do some things like using square power of two te
by pyalot2 13y ago
Well in CSS you can't do anything about it, that's just how the browser works.
If you'd be doing WebGL you can do some things like using square power of two textures and enabling mipmapping and if available anisotropic filtering.
You can also do things like using signed distance field fonts or draw fonts by rasterizing (in the fragment shader) the bezier curves, which can be made to nicely anti-alias (using standard derivatives).
- ghayes 13y agoIs this to say that CSS 3D transformations on text are bound to be aliased [in similar circumstances]? Is there a suggestion to the spec such as a "mipmap hint" that could (one day) be added to reduce this flaw without the need for other technologies?
- derefr 13y ago> draw fonts by rasterizing (in the fragment shader) the bezier curves So, ideally, browsers would be doing this themselves, after applying the transform to any non-text in the texture, and then compositing with the combined texture?