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I guess my question is how to implement the effects of FT_LOAD_MONOCHROME and FT_LOAD_TARGET_MONO when loading/rendering glyph outlines?
From what I understand, the difference with monochrome load/rendering is not only drawing fully opaque (eg. using a MonochromePainter to wrap the AlphaSrcPainter) -- but even the algorithm that decides how to render the glyph. Because just rendering with the same hinting/metrics/whatever but opaque, instead of with antialiasing, doesn't look right. Unfortunately I don't really understand the details.
So... any pointers? Where do I begin?
The text was updated successfully, but these errors were encountered:
I guess my question is how to implement the effects of
FT_LOAD_MONOCHROME
andFT_LOAD_TARGET_MONO
when loading/rendering glyph outlines?From what I understand, the difference with monochrome load/rendering is not only drawing fully opaque (eg. using a
MonochromePainter
to wrap theAlphaSrcPainter
) -- but even the algorithm that decides how to render the glyph. Because just rendering with the same hinting/metrics/whatever but opaque, instead of with antialiasing, doesn't look right. Unfortunately I don't really understand the details.So... any pointers? Where do I begin?
The text was updated successfully, but these errors were encountered: