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Re: Blured text on OpenGL

 

Hey,

I think a signed distance field font rendering is a very good compromise between speed and quality. I had suggested that earlier, but it seemed others would not be as convinced...

Michael

Am 30.08.2016 um 20:41 schrieb Mário Luzeiro:
Hi Lorenzo,

I was aware of that change / improvement,
but for some reason (maybe because I changed for another laptop/screen) it was more noticeable for me theses days.

Sorry for the noise ;)

Mario
________________________________________
From: Kicad-developers [kicad-developers-bounces+mrluzeiro=ua.pt@xxxxxxxxxxxxxxxxxxx] on behalf of Lorenzo Marcantonio [lomarcan@xxxxxx]
Sent: 30 August 2016 19:13
To: Kicad Developers
Subject: Re: [Kicad-developers] Blured text on OpenGL

On Tue, Aug 30, 2016 at 04:11:57PM +0000, Mário Luzeiro wrote:
Hi all,

I had a feeling yesterday, on the openGL mode that looks different: low-res blurred interpolated font.
I may was a bit blurred myself, but I found other users complaining about the same:

https://forum.kicad.info/t/switch-of-blurring-of-pad-text-in-new-opengl-engine/3837

Any one noticed? Any changes that can causing this?
Probably it's the new bitmapped font... consumer GPUs are optimized for
munching textures, not vectors, so on very busy board the vectorial font
was too slow to handle. Now is done with quads (4 vertices) AFAIK, one
for each character. In comparison the vector text need to send to the
GPU something like 6 vertices for each line segment in the font, more or
less an order of magnitude of difference!

The cons is that now since the font is bitmapped the resolution is
finite and what you call blur is the bilinear filtering of the character
images...

This should explain the reason, for the details maybe the developers
that did it have more informations.

--
Lorenzo Marcantonio

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