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@@ -61,3 +61,28 @@ texture bandwidth for text rendering since we end up minifying the texture
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without using mipmapping, but you probably are not going to be fill-bound
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without using mipmapping, but you probably are not going to be fill-bound
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by your text rendering.)
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by your text rendering.)
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+## What about gamma?
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+
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+Gamma-correction for fonts just doesn't work. This doesn't seem to make
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+much sense -- it's physically correct, it simulates what we'd see if you
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+shrunk a font down really far, right?
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+
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+But you can play with it in the oversample.exe app. If you turn it on,
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+white-on-black fonts become too thick (i.e. they become too bright), and
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+black-on-white fonts become too thin (i.e. they are too dark). There is
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+no way to adjust the font's inherent thickness (i.e. by switching to
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+bold) to fix this for both; making the font thicker will make white
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+text worse, and making the font thinner will make black text worse.
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+
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+Multiple people who have experimented with this independently (me,
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+Fabian Giesen,and Maxim Shemanarev of Anti-Grain Geometry) have all
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+oncluded that font rendering just generally looks better without
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+gamma correction (or probably with some arbitrary power stuck in
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+there, but it's not really correcting for gamma at that point). Maybe
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+this is in part a product of how we're used to fonts being on screens
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+which has changed how we expect them to look (e.g. perhaps hinting
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+oversharpens them and prevents the real-world thinning you'd see in
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+a black-on-white text).
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+
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+Nevertheless, even if you turn on gamma-correction, you will find that
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+oversampling still helps in many cases for small fonts.
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