Implement a tile based deferred text renderer for perfect glyph overlaps #18535
Labels
Area-Rendering
Text rendering, emoji, complex glyph & font-fallback issues
Issue-Task
It's a feature request, but it doesn't really need a major design.
Needs-Tag-Fix
Doesn't match tag requirements
Needs-Triage
It's a new issue that the core contributor team needs to triage at the next triage meeting
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After:
To people who work on video games this is probably a piece of cake. To anyone else, I hope this suffices:
The key here is that we accumulate the ClearType weights separately from the foreground colors via
max()
and only then blend it with the foreground color into the resulting image. Themax()
ensures that no emboldening occurs on overlaps, unlike with regular alpha blending (two semi-transparent colors result in one slightly opaquer).The text was updated successfully, but these errors were encountered: