antialiasing

Can't Disable “Antialias text” Option Using Menlo Font in Terminal.app [closed]

大兔子大兔子 提交于 2019-12-11 06:22:59
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 6 years ago . Quite simply, when I'm using the Menlo font in OS X's Terminal.app, the ability to uncheck "Antialias text" is not allowed. The checkbox is disabled, and this only occurs when I'm using the Menlo Regular font face (chosen by default in the Pro theme). See the following screenshot: Terminal.app Preferences http:/

OpenGL ES 2.0 Antialiasing or smoothing on ios and android from shared c++ code

為{幸葍}努か 提交于 2019-12-11 05:24:17
问题 I'm fairly new to OpenGL and to ES2.0. I have shared c++ opengl es2 code that i use to draw on ios and android(with ndk CMake)... it mostly works but now I need antialiasing and its kind of confusing, the solutions I'm seeing are platform dependent and android side is more confusing and has limitations. I have been searching for solutions but need some more clarity. What should have worked on both: Apparently, the Kronos RenderBuffer description says Renderbuffer objects also natively

Delphi - Graphics32, draw antialiased rounded rectangle

ⅰ亾dé卋堺 提交于 2019-12-10 20:48:49
问题 How can I draw an anti-aliased rounded corners rectangle using Graphics32? I managed to make a normal rectangle with TPolygon onto the bitmap32 canvas, but I cant find any reference to drawing rounded corners. Would appreciate some code. 回答1: function GetRoundedFixedRectanglePoints(const Rect: TFloatRect; dx, dy: single): TArrayOfFixedPoint; var i, j, k, arcLen: integer; arcs: array [0 .. 3] of TArrayOfFixedPoint; begin //nb: it's simpler to construct the rounded rect in an anti-clockwise /

Webkit + jQuery + SuperBGImage: full-browser images not anti-aliasing

两盒软妹~` 提交于 2019-12-10 16:20:01
问题 This image best illustrates the problem: I'm customizing a WordPress theme that uses SuperBGImage. In Safari 5.1 and Chrome 13, when resizing the browser window, images aren't anti-aliased smoothly and artifacts are clearly visible. You can readily compare the SuperBGImage demo to the production site... SuperBGImage Demo vs. My Project I've added demo images to the WordPress site (personal category) for direct comparison. The image of the cherries is the most obvious. I've been working at

Anti-alias lines vs markers in MATLAB

一笑奈何 提交于 2019-12-10 15:56:16
问题 Hi I have a image in MATLAB and I want the line to be smooth - look at the line from 0.4 to 0.8... it's horrible. When using 'LineSmoothing','on' operator in plot I get this I does a good job on lines but it smooths markers also and they are horrible!! How can I get MATLAB to smooth only lines and not the markers?? Here is the code: clear all; close all; bpp = [0.8 0.4 0.2 0.1 0.05]; bpp_j = [0.8 0.4 0.2 0.1]; AAE_JPEG = [1.65 2.91 6.20 10.96]; AAE_JPEG_2000 = [1.39 2.29 3.78 6.75 12.52]; AAE

Wrong colors antialiasing with Pygame on OS X

谁说胖子不能爱 提交于 2019-12-10 15:24:10
问题 I'm using Pygame on a Macbook Pro (non-retina) running OS X. When I try to create an antialiased line or circle, it seems to be coming out as the wrong color. Here's an example: import sys, pygame, random, math import pygame.gfxdraw black = (0,0,0) white = (255, 255, 255) green = (0, 255, 0) pygame.init() size = width, height = 800, 600 screen = pygame.display.set_mode(size) # make the background background = pygame.Surface(screen.get_size()) #background.fill(black) background.fill(white)

Flood fill algorithm that takes alpha into account without leaving fringes around anti-aliased lines?

二次信任 提交于 2019-12-10 10:46:41
问题 I've implemented a typical flood fill algorithm and it works as expected when solid colors are used where I use the Euclidean distance between the ARGB components to compare colors. My problem is that if you draw something like an anti-aliased red line on a transparent background my flood fill algorithm will not fill over most semi-transparent pixels, leaving fringes around objects. Specifically for this example, the center of the line is solid red (i.e. (255, 255, 0, 0) in ARGB format) and

Issue with Android OpenGL Multisampling/Antialiasing

萝らか妹 提交于 2019-12-10 10:27:31
问题 I'm working on an app for Android allows the user to tap the screen to draw colors. I've got all of the drawing code working nicely under OpenGL (testing on Android 4.0.4, Galaxy Nexus, though I'm trying to make this backward compatible as far as possible; my SDK targets API 14 but has a minSDK of 8). The issue I've run into is with antialiasing; I want all my polygons and lines to be antialiased, but they're coming out jagged. I'm positive the Galaxy Nexus supports antialiasing (I've seen it

IntelliJ IDEA rendering bad font

可紊 提交于 2019-12-10 10:12:12
问题 I set a new font in IDE UI Settings and Font & Color option. Here: and here: After restart IDEA, good font in UI and bad in Workspace: Have any idea how to change this? 回答1: There is an open issue logged with some useful suggestions from the community. There is an easy approach that can improve results a bit and a really complicated one involving patched JDK/system libraries versions, but with the best possible results. 来源: https://stackoverflow.com/questions/19692631/intellij-idea-rendering

Enable anti-aliasing with lwjgl

不想你离开。 提交于 2019-12-10 10:10:55
问题 I'm running this lwjgl application: Display.setDisplayMode(new DisplayMode(500, 500)); Display.create(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-5, 5, -5, 5, -10, 5); glMatrixMode(GL_MODELVIEW); float x = 0; while (!Display.isCloseRequested()) { Display.update(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glColor3f(1, 0, 0); x += 0.01f; glRotatef(x, x, 3 * x, 0.5f * x); glBegin(GL_QUADS); drawCube(); glEnd(); glLoadIdentity(); } Display