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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
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| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /thirdparty/stb/tests/oversample/README.md | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
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diff --git a/thirdparty/stb/tests/oversample/README.md b/thirdparty/stb/tests/oversample/README.md new file mode 100644 index 0000000..cdfdfff --- /dev/null +++ b/thirdparty/stb/tests/oversample/README.md @@ -0,0 +1,94 @@ +# Font character oversampling for rendering from atlas textures + +TL,DR: Run oversample.exe on a windows machine to see the +benefits of oversampling. It will try to use arial.ttf from the +Windows font directory unless you type the name of a .ttf file as +a command-line argument. + +## Benefits of oversampling + +Oversampling is a mechanism for improving subpixel rendering of characters. + +Improving subpixel has a few benefits: + +* With horizontal-oversampling, text can remain sharper while still being sub-pixel positioned for better kerning +* Horizontally-oversampled text significantly reduces aliasing when text animates horizontally +* Vertically-oversampled text significantly reduces aliasing when text animates vertically +* Text oversampled in both directions significantly reduces aliasing when text rotates + +## What text oversampling is + +A common strategy for rendering text is to cache character bitmaps +and reuse them. For hinted characters, every instance of a given +character is always identical, so this works fine. However, stb_truetype +doesn't do hinting. + +For anti-aliased characters, you can actually position the characters +with subpixel precision, and get different bitmaps based on that positioning +if you re-render the vector data. + +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 de-sharpening +of the character. (And, since the character wasn't hinted, it was +already blurrier than a hinted one would be, and now it gets even +more blurry.) + +You can avoid this by caching multiple variants of a character which +were rendered independently from the vector data. For example, you +might cache 3 versions of a char, at 0, 1/3, and 2/3rds of a pixel +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 independent +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 +equivalent to a simpler operation: oversampling and prefiltering the +characters. + +So, setting oversampling of 2x2 in stb_truetype is equivalent to caching +each character in 4 different variations, 1 for each subpixel position +in a 2x2 set. + +An advantage of this formulation is that no changes are required to +the rendering code; the exact same quad-rendering code works, it just +uses different texture coordinates. (Note this does potentially increase +texture bandwidth for text rendering since we end up minifying the texture +without using mipmapping, but you probably are not going to be fill-bound +by your text rendering.) + +## What about gamma? + +Gamma-correction for fonts just doesn't work. This doesn't seem to make +much sense -- it's physically correct, it simulates what we'd see if you +shrunk a font down really far, right? + +But you can play with it in the oversample.exe app. If you turn it on, +white-on-black fonts become too thick (i.e. they become too bright), and +black-on-white fonts become too thin (i.e. they are insufficiently dark). There is +no way to adjust the font's inherent thickness (i.e. by switching to +bold) to fix this for both; making the font thicker will make white +text worse, and making the font thinner will make black text worse. +Obviously you could use different fonts for light and dark cases, but +this doesn't seem like a very good way for fonts to work. + +Multiple people who have experimented with this independently (me, +Fabian Giesen,and Maxim Shemanarev of Anti-Grain Geometry) have all +concluded that correct gamma-correction does not produce the best +results for fonts. Font rendering just generally looks better without +gamma correction (or possibly with some arbitrary power stuck in +there, but it's not really correcting for gamma at that point). Maybe +this is in part a product of how we're used to fonts being on screens +which has changed how we expect them to look (e.g. perhaps hinting +oversharpens them and prevents the real-world thinning you'd see in +a black-on-white text). + +(AGG link on text rendering, including mention of gamma: + http://www.antigrain.com/research/font_rasterization/ ) + +Nevertheless, even if you turn on gamma-correction, you will find that +oversampling still helps in many cases for small fonts. |