Path: utzoo!attcan!uunet!lll-winken!lll-tis!ames!mailrus!ukma!rutgers!apple!casseres From: casseres@Apple.COM (David Casseres) Newsgroups: comp.graphics Subject: Re: Gray-scale antialiasing Keywords: anti-aliasing text Message-ID: <174@internal.Apple.COM> Date: 31 Oct 88 23:16:44 GMT References: <74013@sun.uucp> <148@internal.Apple.COM> <4763@mnetor.UUCP> <11206@cgl.ucsf.EDU> <1837@ogccse.ogc.edu> Organization: Apple Computer Inc, Cupertino, CA Lines: 23 In article <1837@ogccse.ogc.edu> wm@cse.ogc.edu (Wm Leler) writes: >I am constantly amazed that anti-aliased text has not become the norm. >It works (very well). It is cheap to implement (cheaper than raising >the pixel resolution of the display). As to how well it works, the jury is still out. In spite of the enthusiasm of its supporters, the question of the *readability* of anti-aliased text remains open. There is no doubt that it *looks* terrific, and there is some evidence that its *legibility* (distinction between character pairs) is good. But very few people have ever spent any significant amount of time actually reading screens full of anti-aliased text. As to its being cheap to implement, it's true there is less hardware cost in anti-aliasing than there is in greater pixel density. But until someone makes a breakthrough or two, it requires some very intense computation right where you don't want it, i.e. right in the middle of your character- display loop where it trashes your display performance. It looks to me like anti-aliasing is about where OCR was until recently: it sounds like a great idea, everyone wants it, and lots of people will tell you it's here, but it isn't. David Casseres