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FS#7683 - fast anti alias and subpixel hinting
Attached to Project:
Rockbox
Opened by Hendrik Siedelmann (Hellworm) - Friday, 31 August 2007, 16:47 GMT+2
Last edited by Marc Guay (Marc_Guay) - Friday, 12 December 2008, 16:24 GMT+2
Opened by Hendrik Siedelmann (Hellworm) - Friday, 31 August 2007, 16:47 GMT+2
Last edited by Marc Guay (Marc_Guay) - Friday, 12 December 2008, 16:24 GMT+2
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DetailsI know this has been closed before, but the arguments were simply wrong:
- Vector fonts are required for anti alias as much as for bw fonts: not at all! The only reason to use vectors is for variable size fonts, which I agree are overkill. - Translucency is not required, only drawing one key color transparent is needed, which is supported. The speed difference is propably not that big, I think (but I don't quite understand the rockbox source code) that the speed change would be from using lcd_bitmap_transparent_part instead of lcd_mono_bitmap_part inf lcd_putsxyofs, which means drawing a native bitmap instead of bw. The real rendering would happen when caching the font: Then the bitmap font file would be loaded and the font would be rendered in the foreground color against a background in the background color. Only pixels which are completely transparent will then be set to the transparent key color. On plain backgrounds, like they are used in many wps the appearance will be identical to real anti-alias. On background which have not much colors (which are used in most wps) the difference to real anti alias will propably be invisible. The main drawback for this approach is the memory usage. It will increase 16 times for most targets. Which means its propably not applicable for large fonts. But since anti alias and especially subpixel hinting increase readability mainly for very small fonts this shouldn't be a problem either. Attached is a picture illustrating the differences between real and fast anti-alias on a variable backgound. Note: To really see the difference you should copy the image to your player and examine it there. Btw I don't require rockbox to have anti alias, Its great without. And doesn't necessarily need it. But it's technical possible and the appropriate task shouldn't have been closed. No problem if no one picks it up. Heck, I might at some time even try it myself when I finally understand the rockbox architecture (but that might take some years). |
This task depends upon
Closed by Björn Stenberg (zagor)
Friday, 12 December 2008, 16:24 GMT+2
Reason for closing: Invalid
Additional comments about closing: Closing all feature requests.
Friday, 12 December 2008, 16:24 GMT+2
Reason for closing: Invalid
Additional comments about closing: Closing all feature requests.
I highly support anti-aliased fonts.
BUT.. seen as you say its technically feasible, and should be fast, ill leave this open in the hope a patch is attached... shouldn't take more than 5 minutes right?
A way to limit memory usage would be to use grayscale rendering (no subpixel rendering) with less gray levels. 8 levels should be fine, so 3 bits per pixel? That's only 3 times more memory.
Looking forward to this.