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Re: Text rendering quality

Posted by Sven Gothel on Aug 18, 2014; 11:56pm
URL: https://forum.jogamp.org/Text-rendering-quality-tp4029946p4032829.html

On 08/19/2014 01:06 AM, Marian Schedenig [via jogamp] wrote:
> Much later, and after messing around with custom OpenGL code for creating MSAA
> FBOs I did get it half running, but in the end I decided to throw it all out
> and simply use AWT to draw strings to a texture. Works fine this way.

Of course, if it is 'enough' for your use case, fine.

MSAA will not lead to great results, since the fragment shader
does not operate on the supersampling 'position'.

Our view based (VBAA) shall be utilized to reach good results,
default is VBAA 'brute-force', 2nd best is flip-quad.

The following VBAA settings are recommended regarding display DPI:
  - ]299..   [ dpi: None (no AA required)
  - ]120..299] dpi: VBAA 2x
  - [ 90..120] dpi: VBAA 4x
  - [  0..119] dpi: VBAA 8x

http://jogamp.org/files/screenshots/graphui/20140324/
http://jogamp.org/files/screenshots/graphui/20140325/04-vbaa-allsamples/

BTW .. Rami and I will work on fixing remaining issues within the next month,
so the GPU based text renderer shall be stable by the end of this year.

~Sven


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