Re: feeble anti-aliasing
Re: feeble anti-aliasing
- Subject: Re: feeble anti-aliasing
- From: Ken Ferry <email@hidden>
- Date: Wed, 7 Oct 2009 14:01:27 -0700
On Wed, Oct 7, 2009 at 1:45 PM, Colin Howarth <email@hidden> wrote:
> On 7 Oct, 2009, at 22:19, Alastair Houghton wrote:
>
>> On 7 Oct 2009, at 21:11, Colin Howarth wrote:
>>
>> I'm surprised that the output on screen doesn't look better.
>>>
>>
>> Usually Quartz does an extremely good job...
>>
>
> I know. That's why I'm confused.
>
> Are there any other settings I can adjust with regard to the
>>> anti-aliasing? (Not talking about flatness of Bezier curves here). Is this
>>> perhaps due to the floating point user space to device space conversion?
>>> and/or non pixel-perfect rendering?
>>>
>>
>> ...though quite what "pixel-perfect" is supposed to mean when we're
>> talking about anti-aliasing, I'm not certain.
>>
>
> ... just clutching at straws? I mean if 'it' was deciding on shading values
> for 'pixels' assuming there were 72 ppi for example, whereas actually I have
> about 110 ppi, it's conceivable that 'something' was making a mess of
> things...
>
> Are you looking at the screen from an angle? Sometimes if you do that, it
>> will de-emphasise the anti-aliasing effect, I find... if so, try looking at
>> the screen straight on and see if that's better.
>>
>
> No.
>
> If that isn't the issue, maybe you need to re-post your question to
>> quartz-dev instead, since that's the right place to discuss rendering issues
>> like this.
>>
>
> Thanks I'll try that. I was hoping I'd made a cocoa blunder :-)
>
You might have, but there's too much information missing.
Try attaching enough information for people to reproduce the problem, along
with a screenshot of the problem so people can tell if they've reproduced
it.
>
> ==colin
>
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