Jump to content
  • Advertisement
Sign in to follow this  
3dcgmodeling

Font and antialising

This topic is 4185 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
Generally, the font designer decides that. It has to do with the fact that, as a font gets smaller, anti-aliasing causes it to appear dim and less crisp. So, at a certain minimum size (depending on the font), anti-aliasing is disabled to keep the text readable.

Share this post


Link to post
Share on other sites
In your picture the 12, 18, and 24 point samples are clearly coming from a completely different font than the higher sizes. Notice how the smaller glyphs are all "slanty" while in the bigger sizes they're straight up and down.

My guess is that you have two different versions of a font called "Symbol" on your machine and that one of them (the one used in the smaller text) is a bitmap font and thus can't be anti-aliased.

The effect doesn't repro on my machine, which only has one symbol font, and that is a truetype font. Everything is anti-aliased.

If this is for your own app you can pass OUT_TT_PRECIS for the fdwOutputPrecision parameter of CreateFont to force use of truetype fonts if they're available.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!