070912 / The Making of a Font previous | index Yes the font looks tiny on the web, but at its 640x480 target resolution it is 100% readable. For the Atom Forth Editor I needed a raster font which met a very specific set of constraints. - The font must work perfect at 640x480.
- It must support 64 characters in 640 pixels wide.
- It must also support 9 characters in 40 pixels wide.
- It must be readable when drawn over the same color background.
The editor is displaying 16 32-bit tokens per line, with each line containing 2 sub-lines. The top sub-line shows 4 characters, and the bottom shows data, which can be formated with up to 9 characters. So the font was built exactly for these guidelines. I also went with lowercase as just smaller uppercase letters, in order to remove the need for any descending pixels, and thus pack in more lines per screen. Building the Font For the font texture I'm using the Red channel as a font shadow mask, and the Green channel as the font, hence the red background and green lettering at the top. The extra spacing is so that texture interpolation works correctly. In order to have anti-aliasing and font features on exact pixel boundaries for great readability, I started with drawing an aliased version of the font at its native size. Then nearest-up-sized to 4x its original size, and cleaned the bitmap. Then finally bilinear downsized to the native resolution to have perfect anti-aliasing and readability. Why 640x480? Ever watch a HDTV broadcast of a home Celtics basketball game? The MPEG artifacting during any motion is horrendous, especially on the wood grain of the court. It is so bad and distracting, I'd rather watch it on regular TV or even TV resolution DirectTV. The point? Technology is pushing huge resolution, but image quality is suffering. As like HDTV, what is the point of HD games with such bad aliasing problems? Personally I prefer a perfectly anti-aliased 640x480. So for Atom I am targeting 640x480 as the midrange resolution. Sure 1024 and larger if you have a fast GPU, and also 512 and smaller if you have a really slow GPU. But regardless of the resolution, Atom is always going to have perfect anti-aliasing. | Atom ©2009-2007 Timothy Farrar Latest Blog Entries 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 081218 . reprojection 2 081217 . reprojection 081209 . opencl 081014 . octahedron map 081010 . temporal locality 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 081030 . p r d a 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
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