Pixel Font and Nearest-neighbor interpolation

Please don’t let that typo mislead you. ALL of my example screenshot above are using CORRECT word “adaptive”, I only misspelled it on my reproducing sample.  I should have double checked!

Now onto discussing about “blend edge”, please try to use the correct word “adaptive” and use “custom device” with a resolution like 400x300, you should see some blurred glyphs even at max zoom level.

I hope you can agree some of the glyphs below doesn’t look as crisp as the others.

kEijEx8.png

To add, with “adaptive” keyword, using “iphone 4” as device in simulator, and with maximum zoom, I do see some glyphs are rendered differently from others.

If you look at it carefully, you will see the first letter M is very crisp and doesn’t have any “shadow”, but the second M have some shadow edge. On other engines, I would expect all glyphs to be rendered as crips as the first M.

Whether human eye can easily tell the difference is not my point, it outlines the text renderer is doing something we don’t expect.

gP88RWU.png

We’re definitely seeing a problem on OS X.  Just not on Windows.  So, this is currently leading us to believe that this is an OS X or Apple related issue only at the moment and it’s dependent on scale mode.  It’s on our “to investigate” list.

Regarding your last posted screenshot, I don’t see anything wrong with it.  Both of the ‘M’ characters look exactly the same to me.  And I don’t where glasses either.  I don’t know how we can help you there.

Okay. Our OS X users here are starting to think that this may be a *hinting* issue in your embedded font for you display.newText() sample code.  if you switch to using “native.systemFont”, the blurriness issue goes away.

>  I don’t see anything wrong with it.  Both of the ‘M’ characters look exactly the same to me.  

To make this clear, I am using image editor to zoom in the screenshot (click for the large image):

JNa0DDf.png