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Message #131589
[Bug 1536751] Re: Unreadable text and broken infrographic dots on 1366x768 screen
My understanding is that Qt's distance field approach to font rendering
does not do grid-fitting of characters. So for small font sizes on low-
dpi screens, font characters can be poorly antialiased, with 1-pixel
wide aspects of the character being rendered between pixels.
Distance field text is far better suited to small text which animates -
moves position on screen, scales up/down, etc.
Qt lets us choose an alternative option, using native font rendering,
which does perform grid-fitting of characters, and looks superior as
Andrea has shown in his analysis. We can enable this with the
"renderType" property like so:
Text {
text: "Some text"
renderType: Text.NativeRendering
}
To solve, need to carefully assess each Text/Label instances in shell &
apps, and decide which to use.
UITK might decide to switch to native rendering for font sizes below a
certain threshold.
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https://bugs.launchpad.net/bugs/1536751
Title:
Unreadable text and broken infrographic dots on 1366x768 screen
Status in unity8 package in Ubuntu:
New
Bug description:
This is a Dell Vostro 3550 laptop with a fresh install of 16.04 and
unity8 Mir session
the version of qtdeclarative5-qtmir-plugin is
0.4.7+16.04.20160104-0ubuntu1
As you can see from the screenshots the text has low details and, in
the case of indicators descriptions at the top, almost disappears.
The text could be fixed by using Text.NativeRendering instead of Text.QtRendering for the QML labels on low dpi screens, although text doesn't seem to be the only issue here. The icons are definitely lacking detail as well (QML Image's smoothing is enabled maybe?).
Also the dots of the infographic don't look like circles at all, they're missing pixels and many of them look like a C more than an O.
It looks to me like something is setting the wrong resolution, because
it looks quite bad. But the screenshots are 1366x768 so I think that's
not the case.
NOTE: Unity7 looks perfectly fine and detailed
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