Update README.md
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@ -20,9 +20,9 @@ However, if you simply cache a single version of the bitmap and
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draw it at different subpixel positions with a GPU, you will get
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either the exact same result (if you use point-sampling on the
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texture) or linear filtering. Linear filtering will cause a sub-pixel
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positioned bitmap to blur further, causing a visible desharpening
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positioned bitmap to blur further, causing a visible de-sharpening
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of the character. (And, since the character wasn't hinted, it was
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already blurrier than a hinted one would be, and not it gets even
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already blurrier than a hinted one would be, and now it gets even
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more blurry.)
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You can avoid this by caching multiple variants of a character which
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@ -32,7 +32,7 @@ horizontal offset, and always require characters to fall on integer
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positions vertically.
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When creating a texture atlas for use on GPUs, which support bilinear
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filtering, there is a better approach than caching several indepdent
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filtering, there is a better approach than caching several independent
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positions, which is to allow lerping between the versions to allow
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finer subpixel positioning. You can achieve these by interleaving
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each of the cached bitmaps, but this turns out to be mathematically
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