Xref: utzoo comp.sys.mac:36018 comp.sys.mac.programmer:8117 Path: utzoo!utgpu!watmath!att!pacbell!ames!indri!aplcen!ginosko!uunet!intercon!amanda@intercon.uu.net From: amanda@intercon.uu.net (Amanda Walker) Newsgroups: comp.sys.mac,comp.sys.mac.programmer Subject: Re: System 7.0 speculations: Hot Scoop? Message-ID: <1343@intercon.UUCP> Date: 8 Aug 89 00:18:04 GMT References: <587GDAU100@BGUVM> <26548@amdcad.AMD.COM> <24101@iuvax.cs.indiana.edu> <458@lloyd.camex.uucp> <3300@internal.Apple.COM> <24388@iuvax.cs.indiana.edu> Sender: news@intercon.UUCP Reply-To: amanda@intercon.uu.net (Amanda Walker) Organization: InterCon Systems Corporation Lines: 19 In article <24388@iuvax.cs.indiana.edu>, truel@silver.bacs.indiana.edu (Robert Truel) writes: > Anti-aliasing merely requires generating a bitmap in a larger (double) > resolution and then averaging some number of pixels (four) to > determine the shade of gray to use. Actually, although a 16-level gray scale is great for anti-aliasing scenes, characters are close enough to the screen resolution that you'd probably want to average 16 by 16 pixel areas (thus using a 256-level gray scale). For some time now I've been thinking about doing some actual empirical tests and actually building some anti-aliased fonts. I just seem to have misplaced the free time in which do so :-)... -- Amanda Walker InterCon Systems Corporation -- amanda@intercon.uu.net | ...!uunet!intercon!amanda