-
September 27th, 2010, 10:38 PM
#1
Ways of producing Anti-Aliased text
I'm curious if there's any API in GDI or maybe GDI+ to produce an Anti-Aliased text?
-
September 27th, 2010, 10:45 PM
#2
Re: Ways of producing Anti-Aliased text
I just binged for "Anti-Aliased text gdi".
Gosh, google seemed to have some pretty good hits too.
Have you seen them?
-
September 28th, 2010, 03:25 AM
#3
Re: Ways of producing Anti-Aliased text
Originally Posted by Arjay
I just binged for "Anti-Aliased text gdi".
Gosh, google seemed to have some pretty good hits too.
Have you seen them?
OK. Just Googled your search word... and got my own thread
So, the whole idea is simply using
lfQuality := ANTIALIASED_QUALITY;
lfOutPrecision := OUT_TT_ONLY_PRECIS;
when creating a text?
-
September 29th, 2010, 08:29 AM
#4
Re: Ways of producing Anti-Aliased text
If you specify lfQuality := ANTIALIASED_QUALITY; then Windows will look for a font having that quality. It will not change the pixels of characters.
Nowadays, most of the fonts are antialiased fonts, because each glyph is defined with a path instead of being defined with a bitmap. That path tells to draw a straight line from a first point to another point, then to draw an arch to the next point, etc. True Type Fonts were created to hold paths (and maybe also bitmaps, I am not sure).
If you have a font defined as a grid of pixels (I call it a bitmap font), then I don't know if it can be antialiased by Windows.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|