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Update README.md

nothings 10 anos atrás
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1 arquivos alterados com 3 adições e 3 exclusões
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      tests/oversample/README.md

+ 3 - 3
tests/oversample/README.md

@@ -20,9 +20,9 @@ However, if you simply cache a single version of the bitmap and
 draw it at different subpixel positions with a GPU, you will get
 draw it at different subpixel positions with a GPU, you will get
 either the exact same result (if you use point-sampling on the
 either the exact same result (if you use point-sampling on the
 texture) or linear filtering. Linear filtering will cause a sub-pixel
 texture) or linear filtering. Linear filtering will cause a sub-pixel
-positioned bitmap to blur further, causing a visible desharpening
+positioned bitmap to blur further, causing a visible de-sharpening
 of the character. (And, since the character wasn't hinted, it was
 of the character. (And, since the character wasn't hinted, it was
-already blurrier than a hinted one would be, and not it gets even
+already blurrier than a hinted one would be, and now it gets even
 more blurry.)
 more blurry.)
 
 
 You can avoid this by caching multiple variants of a character which
 You can avoid this by caching multiple variants of a character which
@@ -32,7 +32,7 @@ horizontal offset, and always require characters to fall on integer
 positions vertically.
 positions vertically.
 
 
 When creating a texture atlas for use on GPUs, which support bilinear
 When creating a texture atlas for use on GPUs, which support bilinear
-filtering, there is a better approach than caching several indepdent
+filtering, there is a better approach than caching several independent
 positions, which is to allow lerping between the versions to allow
 positions, which is to allow lerping between the versions to allow
 finer subpixel positioning. You can achieve these by interleaving
 finer subpixel positioning. You can achieve these by interleaving
 each of the cached bitmaps, but this turns out to be mathematically
 each of the cached bitmaps, but this turns out to be mathematically