text-rendering

How to get “crispEdges” for SVG text?

雨燕双飞 提交于 2019-12-23 02:31:24
问题 Svg shapes other than text are affected by the shape-rendering attribute which can be set to the crispEdges value (https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/shape-rendering). This value seems to turn anti-aliasing off. But text is only affected by text-rendering . However, this does not provide the crispEdges value (https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/text-rendering). Why? Is there another way to get non-anti-alias? 回答1: For really crisp edges, you can

Can Java render translucent text using sub-pixel AA?

对着背影说爱祢 提交于 2019-12-20 19:48:06
问题 I have found that while rendering opaque text in Java (latest version 6u23) uses sub-pixel AA just fine, rendering translucent text does not. Sub-pixel AA: The same text for which only the color has been changed from 0xFFFFFFFF to 0xBFFFFFFF: As you can see, the translucent text is clearly standard AA and rather than a clean translucent rendering, it has that awful '90s "spidery" appearance. Is this due to a technical limitation for sub-pixel AA in general, or a bug in Java, or just because

Text not rendering correctly - OpenGL using FreeType2

帅比萌擦擦* 提交于 2019-12-18 09:02:30
问题 Almost exact duplicate question: OpenGL font rendering using Freetype2. I am trying to render text in my OpenGL program using FreeType2 (2.5.3), based on this tutorial: http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Text_Rendering_02, using the same structs as Bentebent did in his question (above). I am having the same problem he was having with rectangles showing up instead of legible characters (even using the correct GL_TEXTURE0 parameter for glActiveTexture() ) For

Why can't DirectX/DirectWrite/Direct2D text rendering be as sharp as GDI?

随声附和 提交于 2019-12-17 22:43:02
问题 I already know that sub-pixel positioning causes DirectWrite text rendering to be blurry compared to GDI. However, my question is a bit more fundamental: Why can't DirectWrite (and related methods) be made to render text as sharply as GDI? In other words: What prevents DirectWrite from being able to snap text to the nearest pixel, the way GDI can? Is it, for example, a hardware issue? A driver architecture issue? Is it simply not implemented? Or something else? Smaller sample: Larger samples:

How can you change the text orientation in cells in the fixed rows in a Delphi TStringGrid

别说谁变了你拦得住时间么 提交于 2019-12-17 20:46:53
问题 I have a standard TStringGrid on a form. I have one Fixed Row in the grid that contains a number of columns, which are all TGridColumns objects. I have set the column titles using the object inspector and the default orientation is horizontal. Is there any way you can make the orientation vertical (like you can in cells in Excel)? 回答1: Here's how to render the first row's text vertically in Lazarus: unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, FileUtil, Forms, Controls,

Draw text in OpenGL ES

China☆狼群 提交于 2019-12-16 23:00:25
问题 I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the player´s score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later. Any ideas? 回答1: The Android SDK doesn't come with any easy way to draw text on OpenGL views. Leaving you with

How to Render text to bitmap and draw it

谁说胖子不能爱 提交于 2019-12-12 15:23:18
问题 I am new to android, and my group is currently creating a graphing application using a GlSurfaceView using opengl es 2.0. We have recently displayed the grid and tickmarks on the plot and now I have been assigned the task to implement a numeric scale and labeling the x and y axis as "X" and "Y". After doing a lot of research I have determined to accomplish this by rendering a string of characters to a bitmap. I have encountered many problems in achieving this. I understand the basic concept.

Broken text in Qt Creator UI

感情迁移 提交于 2019-12-11 16:25:25
问题 Sometimes (not always), certain text items in the Qt Creator UI are broken: Any idea what causes it? Or a workaround? Maybe the problem is my cheap video card (an Intel on-board one). This theory is supported by the fact that Creator is probably QML-powered by now, meaning it's running on OpenGL. I tried restarting Creator and that fixed it, but after switching between the Welcome and Edit tabs a few times, it happens again. I tried making Creator's UI use the software QML renderer, rather

webfont has incorrect kerning in IE10, IE11

梦想与她 提交于 2019-12-11 11:07:09
问题 I am working on a project for a client that uses a custom created webfont. The webfont displays with correct kerning in Chrome, Safari, Firefox and Opera when I implement the following styles: text-rendering: optimizeLegibility; font-feature-settings: "kern"; In IE10/IE11, the font does not display with correct kerning with or without the above styles. I have tried a variety of options without success. Per MDN, the font-feature-settings property is supported in IE10+. In fact, when I inspect

Rendering formatted text in a direct3d application

自作多情 提交于 2019-12-11 07:28:07
问题 I need to render some formatted text (colours, different font sizes, underlines, bold, etc) however I'm not sure how to go about doing it. D3DXFont only allows text of a single font/size/weight/colour/etc to be rendered at once, and I cant see a practical way to "combine" multiple calls to ID3DXFont::DrawText to do such things... I looked around and there doesn't seem to be any existing libraries that do these things, but I have no idea how to implement such a text renderer, and I couldn't