Rockbox Development > Feature Ideas
Pre-antialiased bitmap fonts
dar02:
Comparing to the default iPod Video skin, all Rockbox skins look not nice because of it's monochrome(1-bit) sharp fonts.
I think it would be nice to improve the fonts quality to pre-antialiased bitmap fonts.
torne:
Rockbox currently only supports 1-bit fonts. You would need to implement the actual code to render the font, not just provide an example of what it should look like :)
soap:
preanti-aliased fonts would by nature be background-color specific.
pabouk:
--- Quote from: soap on July 25, 2010, 02:30:30 PM ---preanti-aliased fonts would by nature be background-color specific.
--- End quote ---
No. Pre-anti-aliased font could (and I think should) be implemented as a mask with one extreme value (e.g. 0) representing foreground only while the other extreme value (e.g. 255) representing background only. The values between would represent the appropriate blend between the foreground and the background which are not limited to be just plain colours but also arbitrary bitmaps. To save space we could use 4 or 2 bits per pixel instead of 8 for the mask. The question is how resource intensive would this feature be on various players.
If I remember correctly this feature has already been discussed in this forum.
saratoga:
--- Quote from: pabouk on July 25, 2010, 03:25:02 PM ---
--- Quote from: soap on July 25, 2010, 02:30:30 PM ---preanti-aliased fonts would by nature be background-color specific.
--- End quote ---
No. Pre-anti-aliased font could (and I think should) be implemented as a mask with one extreme value (e.g. 0) representing foreground only while the other extreme value (e.g. 255) representing background only.
--- End quote ---
Which means they're anti-aliased at run time, and not in advance :)
--- Quote from: pabouk on July 25, 2010, 03:25:02 PM --- The values between would represent the appropriate blend between the foreground and the background which are not limited to be just plain colours but also arbitrary bitmaps. To save space we could use 4 or 2 bits per pixel instead of 8 for the mask. The question is how resource intensive would this feature be on various players.
If I remember correctly this feature has already been discussed in this forum.
--- End quote ---
This is just normal anti-aliasing. Theres a patch on the tracker for it now.
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