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Investigate SVG text quality settings #382

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jonathanolson opened this issue Feb 12, 2015 · 4 comments
Open

Investigate SVG text quality settings #382

jonathanolson opened this issue Feb 12, 2015 · 4 comments
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@jonathanolson
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Related issues:

We'll want to look at SVG text settings, notably the SVG attributes 'textLength', 'lengthAdjust' and 'text-rendering'. To start, see how http://phetsims.github.io/scenery/tests/text-quality-test.html looks across browsers (it starts on medium unanimated). There are specific qualities that we want on each browser:

  • SVG text length should precisely match DOM/Canvas text length (see where the black square is in relation to the letters)
  • SVG text should not flicker while moving (kerning changes)
  • SVG text should be crisp
  • SVG text should look properly kerned (letter spacing is consistent and good looking)
  • SVG text should look consistent between low/high scales
  • SVG text should show smooth changes while scaling (use low 6, low 6.5 and low 6 close to see slight differences)

For each supported browser we should have information about what settings have the highest quality. I believe we are using geometricPrecision with a length override using spacingAndGlyphs (so we can match Canvas/DOM size on all browsers), but we may need different settings on different browsers.

Feel free to add/remove settings from text-quality-test.html to investigate, and let me know about any questions.

Thanks!

@jonathanolson
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Additionally please see phetsims/joist#143 (comment) and see if text bounds vertically are changed by textLength/lengthAdjust with Safari or other browsers.

@samreid
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samreid commented Jan 7, 2016

Here's where it cropped up in Bending Light and Neuron:
phetsims/bending-light#335

@samreid
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samreid commented Jan 7, 2016

Please see the bending light issue for screenshots and more detail.

@jessegreenberg
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1/7/2016 - Bumping up priority of this, it is an issue for sims that we are trying to deploy/redeploy.

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