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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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19b24bba
编写于
12月 06, 2014
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@@ -20,9 +20,9 @@ However, if you simply cache a single version of the bitmap and
draw it at different subpixel positions with a GPU, you will get
either the exact same result (if you use point-sampling on the
texture) or linear filtering. Linear filtering will cause a sub-pixel
positioned bitmap to blur further, causing a visible desharpening
positioned bitmap to blur further, causing a visible de
-
sharpening
of the character. (And, since the character wasn't hinted, it was
already blurrier than a hinted one would be, and no
t
it gets even
already blurrier than a hinted one would be, and no
w
it gets even
more blurry.)
You can avoid this by caching multiple variants of a character which
...
...
@@ -32,7 +32,7 @@ horizontal offset, and always require characters to fall on integer
positions vertically.
When creating a texture atlas for use on GPUs, which support bilinear
filtering, there is a better approach than caching several indepdent
filtering, there is a better approach than caching several indep
en
dent
positions, which is to allow lerping between the versions to allow
finer subpixel positioning. You can achieve these by interleaving
each of the cached bitmaps, but this turns out to be mathematically
...
...
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