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Re: Problem with font display
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Re: Problem with font display


  • Subject: Re: Problem with font display
  • From: Alastair Houghton <email@hidden>
  • Date: Fri, 7 May 2010 21:40:21 +0100

On 7 May 2010, at 21:09, Gwynne Raskind wrote:

> In any other situation, I'd do just that. This particular project, unfortunately, is supposed to be a "vintage" port of an old game, and the original code isn't even mine. I would strongly prefer to emulate the "look and feel" as much as possible, as is typical of games. Is it at all possible to get CG to render it the old way, short of positioning every single glyph individually (which is a solution I'm ashamed to admit I'd consider if nothing else worked) or pre-rendering the text using SheepShaver where possible?

I think this is probably a question best asked on quartz-dev, where you're liable to get the largest exposure to people who work on the code responsible (though the Cocoa text people do hang around here so they might know).

I think you may be trying to do something here that's difficult with Quartz text rendering, if only because it was designed with a totally different purpose in mind.  The older font renderers tend to make extensive use of hinting, grid-fitting etcetera and can *really* distort text on-screen in the name of readability.  I'm not sure Quartz even has the code to do these things, preferring instead to rely on font-smoothing and sub-pixel positioning, but don't quote me on that :-)

Kind regards,

Alastair.

--
http://alastairs-place.net



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References: 
 >Problem with font display (From: Gwynne Raskind <email@hidden>)
 >Re: Problem with font display (From: Jens Alfke <email@hidden>)
 >Re: Problem with font display (From: Gwynne Raskind <email@hidden>)

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