[Cuis-dev] Big News! Cuis is now Unicode and Vector Graphics
Mariano Montone
marianomontone at gmail.com
Mon Oct 31 08:45:39 PDT 2022
Hi Juan,
thanks for the explanation. I suspected it had to do with the technique
being used for VG.
Cheers,
Mariano
El 31/10/22 a las 12:37, Juan Vuletich escribió:
> Hi Mariano,
>
> Thanks for the samples and the details on your screen. Now I can tell
> what you see.
>
> Other Text Rasterization Engines, such as FreeType, CoreText and
> ClearType do auto-hinting of glyphs. This aligns glyph features to
> integer pixel coordinates at the expense of correct geometry.
> VectorEnginePlugin doesn't. It rasterizes glyphs just like any other
> vector graphics, respecting the true geometry of glyphs.
>
> This is only noticeable in horizontal lines, when they want to cover
> half a pixel or so.
>
> If you disable glyph caching, or (even slightly) zoom windows, then
> not even the position of glyphs is aligned to integer pixels, giving a
> more correct layout of text, making each instance of the same
> character be drawn differently. You can see this if you capture a
> screen and zoom the pixels to make them larger.
>
> This is a rather fundamental decision on how VectorEngine works. It
> doesn't "draw pixels", but applies a low pass filter and then samples
> a continuous shape.
>
> The older StrikeFonts were rendered with FreeType, and then captured
> as Bitmaps.
>
> Thanks,
>
>
>
> On 10/30/2022 10:28 AM, Mariano Montone via Cuis-dev wrote:
>> El 29/10/22 a las 21:01, Juan Vuletich escribió:
>>> Hi Mariano,
>>>
>>> On 10/29/2022 7:53 AM, Mariano Montone via Cuis-dev wrote:
>>>> A thing I would like to adjust if it were possible, is that I feel
>>>> like the font rendering loses some sharpness with VG; some fonts
>>>> more than others, and some sizes more than others.
>>>
>>> You can tweak
>>> VectorEngineWithPluginSubPixel>>#defaultAntiAliasingWidth and then
>>> evaluate `TrueTypeFont allInstancesDo: [ :f | f releaseCachedState
>>> ].`, to try different parameters for the antialiasing filter.
>> Ah, apologies to Gerald, I didn't see that part when he pointed it to me.
>>>
>>> Still, I'm curious. Can you post a Display using
>>> HybridCanvas/VectorCanvas and another using BitBltCanvas? Best if
>>> you can include some fonts/sizes you feel are sharp enough, and
>>> others that aren't. If file sizes are too big for the list (I
>>> believe it is 500kb once encoded in MIME64), please send them to me
>>> privately.
>> I'm inserting some images below. Look at the equality symbol for
>> example. I think the problem is that the greying of the font is too
>> much and makes the font blurry. But my comparison is probably unfair,
>> since I'm using the DejaVuBitmap font for the Bitmap case, with
>> doesn't use the greying, or too little; but that's an example of what
>> I mean "sharp".
>>>
>>> One question: What Display resolution do you use? Size of screen?
>>> Does the `Display size` in Cuis match the OS and physical screen
>>> resolution? (this is rarely the case on MacOS, unfortunately).
>>
>> I'm on Linux with screen size of 1366x768. Cuis Display is 1360x713.
>>
>>>
>>> Finally, a screen capture of an editor in your host OS with some
>>> text that looks sharp to your eyes would be helpful.
>>
>> Bitmap Cuis (DejaVuBitmap) (sharp):
>>
>> Vector (DejaVuSans) (not sharp):
>>
>> Host OS app:
>>
>>
>> I feel like the Host OS is using less greying around the fonts than
>> Cuis and that makes it sharper.
>>
>>
>> Thanks,
>>
>> Mariano
>>
>>
>>
>
>
> --
> Juan Vuletich
> cuis.st
> github.com/jvuletich
> researchgate.net/profile/Juan-Vuletich
> independent.academia.edu/JuanVuletich
> patents.justia.com/inventor/juan-manuel-vuletich
> linkedin.com/in/juan-vuletich-75611b3
> twitter.com/JuanVuletich
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