Update README.md
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@ -61,3 +61,28 @@ texture bandwidth for text rendering since we end up minifying the texture
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without using mipmapping, but you probably are not going to be fill-bound
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by your text rendering.)
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## What about gamma?
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Gamma-correction for fonts just doesn't work. This doesn't seem to make
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much sense -- it's physically correct, it simulates what we'd see if you
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shrunk a font down really far, right?
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But you can play with it in the oversample.exe app. If you turn it on,
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white-on-black fonts become too thick (i.e. they become too bright), and
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black-on-white fonts become too thin (i.e. they are too dark). There is
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no way to adjust the font's inherent thickness (i.e. by switching to
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bold) to fix this for both; making the font thicker will make white
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text worse, and making the font thinner will make black text worse.
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Multiple people who have experimented with this independently (me,
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Fabian Giesen,and Maxim Shemanarev of Anti-Grain Geometry) have all
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oncluded that font rendering just generally looks better without
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gamma correction (or probably with some arbitrary power stuck in
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there, but it's not really correcting for gamma at that point). Maybe
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this is in part a product of how we're used to fonts being on screens
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which has changed how we expect them to look (e.g. perhaps hinting
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oversharpens them and prevents the real-world thinning you'd see in
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a black-on-white text).
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Nevertheless, even if you turn on gamma-correction, you will find that
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oversampling still helps in many cases for small fonts.
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