Text Rendering / Clarity: Investigate subpixel rendering strategies #109
Labels
A-rendering
Area: Rendering artifacts, features etc.
A-text
Area: Text rendering
skia-dependent
This issue may be impacted or note relevant after Skia is integrated.
Issue: On Low DPI displays, the text rendering is not as clear as it could be.
One common technique for dealing with this is subpixel rendering, which exploits the fact that LGB displays tend to have strips in RGB order.
It's a strategy for increasing the resolution of font rendering by taking advantage of this pixel geometry.
@cryza did some amazing work in Oni to set up a full-WebGL based subpixel rendering strategy: onivim/oni#2120
The idea, as I understand it, was to render the same glyph 4 times (for each subpixel offset case), and then pick the appropriate one based on the pixel offset of the actual glyph. It would be great to have a similar strategy here, in combination with #108 - we'd have some really sharp font rendering 😄
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