Path: utzoo!attcan!uunet!lll-winken!lll-tis!ames!mailrus!tut.cis.ohio-state.edu!rutgers!apple!flaig From: flaig@Apple.COM (Charles Flaig) Newsgroups: comp.graphics Subject: Re: Gray-scale antialiasing Keywords: anti-aliasing text Message-ID: <177@internal.Apple.COM> Date: 1 Nov 88 21:21:09 GMT References: <74013@sun.uucp> <148@internal.Apple.COM> <4763@mnetor.UUCP> <11206@cgl.ucsf.EDU> <1837@ogccse.ogc.edu> <174@internal.Apple.COM> Organization: Apple Computer Inc, Cupertino, CA Lines: 24 In article <174@internal.Apple.COM> casseres@Apple.COM (David Casseres) writes: >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 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. Ummm... What do you have in mind for "very intensive computation"? I agree that in the general case it could get fairly complex, but in the simple case you just insist that characters start on pixel boundaries (not a severe restriction for normal work) and use a bit-mapped font that is just N bits deep instead of 1 bit deep -- no extra computation, just some extra copying. And you can always do the extra calculations if you need sub-pixel spaced fonts for something special. I've seen antialiased text used for a TeX previewer, and it looks very nice! I would vouch for it being not only more legible, but also easier on the eyes. --Charles flaig@apple.com