what is the status of the font rendering

Bert Freudenberg bert at freudenbergs.de
Sun Apr 22 20:15:10 UTC 2007


On Apr 22, 2007, at 21:43 , sig wrote:

>> But the image wiil still function if the plugins are missing.
>>
>> If FT2Plugin is missing, then all FreeType fonts will render as  
>> Accuny. The font
>> menu will show no available FreeType fonts.
>>
>> If the modified BitBltPlugin is missing (i.e. the new combination  
>> rule 41 is not
>> available), the FreeType fonts will render using the existing  
>> alpha blending
>> rule 34. Sub-pixel anti-aliasing won't work (it will automatically  
>> revert to
>> greyscale), the Glyph Contrast preference won't have any effect,  
>> and memory
>> consumption will be higher because it will need to cache coloured  
>> glyphs.
>>
>
> A small question.. Since true type fonts are vector, is there any
> plans to add some protocols to allow rendering fonts in vector
> (outline) form?
> Typically a rasterised TTF glyphs is enough for most applications,
> but for creative gyus who want to play with fonts its may be good
> alternative if they could use fonts in vector form to create nice text
> effects.
>
> An OpenGL maniac inside of me tells me that throwing away such
> functionality is not very clever, and i would like to support them
> both.
>
> I checked a TTGlyph class and saw that loaded font is actually a set
> of point triplets which define a curve. But i can't deduce more than
> that.
> Is there any description on how to draw a glyph from given data?

The data is just a series of bezier control points in Balloon2D  
format, use that to render. Try

	TTSampleStringMorph initializedInstance openInHand

Note all this TT* stuff has nothing to do with Freetype (FT*), this  
is the original Squeak-native implementation.

- Bert -





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