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preanti-aliased fonts would by nature be background-color specific.
Quote from: soap on July 25, 2010, 02:30:30 PMpreanti-aliased fonts would by nature be background-color specific.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.
Quote from: pabouk on July 25, 2010, 03:25:02 PMQuote from: soap on July 25, 2010, 02:30:30 PMpreanti-aliased fonts would by nature be background-color specific.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.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.This is just normal anti-aliasing. Theres a patch on the tracker for it now.
Quote from: saratoga on July 25, 2010, 03:39:38 PMQuote from: pabouk on July 25, 2010, 03:25:02 PMQuote from: soap on July 25, 2010, 02:30:30 PMpreanti-aliased fonts would by nature be background-color specific.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.Which means they're anti-aliased at run time, and not in advance No again Anti-aliasing is means of representing a higher resolution (possibly infinity in case of vector fonts) signal into a lower resolution signal with minimized sampling artefacts. The masks as I described them above would be in the final resolution thus pre-anti-aliased.
If its done in advance, why do you have to change rockbox at all? Just antialias the font files themselves.
Answer: because what you're actually suggesting is to apply the filtering at run time. The process you call "blending" is more commonly referred to as an "anti-alias filter". All you're computing in advance is the filter itself, at runtime you still have to actually apply it.
Take a look at the BLEND_* macros in that patch. Note that they are FIR filter taps
I did not call any action "blending". I utilized the word "mixing" because of my poor English. But you are right. The run-time process I described seems to be correctly called alpha blending or more generally alpha composition. I am not sure if such combining of multiple signals together could be called filtering.
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