My point is, some peole act like subpixel hinting is most important and not having it makes opengl worthless. Read postings 7 and 8.
While in fact a lot of people don't even have it on, because it degrades readability (for them).
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Originally posted by energyman View Postreally? I started kwin with opengl and konqueror - and the fonts looked like the rest.
Ah, wait, I don't use subpixel hinting, because I don't like it.
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Originally posted by thefirstm View PostI didn't think it was impossible to do subpixel with OpenGL, I was just saying that it didn't, and that keeps me from using the OGL mode.
Ah, wait, I don't use subpixel hinting, because I don't like it.
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Originally posted by BlackStar View PostAbsolutely agreed - the same thing that's stopping you from using Qt/OGL now, stopped me from using any Qt4 application prior to Qt4.5.
Text rendering is the single most important aspect of any user interface. I wish Qt developers would understand that.
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Originally posted by thefirstm View PostI didn't think it was impossible to do subpixel with OpenGL, I was just saying that it didn't, and that keeps me from using the OGL mode.
Text rendering is the single most important aspect of any user interface. I wish Qt developers would understand that.
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I didn't think it was impossible to do subpixel with OpenGL, I was just saying that it didn't, and that keeps me from using the OGL mode.
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Originally posted by thefirstm View PostSomething that nobody ever mentioned: using the OpenGL stack, it evidently turns of subpixel text rendering.
That said, there are many ways to render text using OpenGL, each with different tradeoffs between speed, memory consumption and quality. My guess is that a) this is a plain old bug (note: Qt4 had completely broken subpixel AA until version 4.5) or b) Qt opts to reduce quality in favor of memory consumption (which is flat-out wrong, IMO).
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Something that nobody ever mentioned: using the OpenGL stack, it evidently turns of subpixel text rendering.
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the quicker we get the rendering stack to work on top of OpenGL the better off we'll be
Anyway, it's good to see that everybody is going in this direction.
Graphic cards are all designed for 3D rendering those days, so it makes sense to use 3D API even to draw 2D UI.Last edited by spykes; 14 August 2009, 05:27 AM.
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