text-rendering

Supporting complex text layout with OpenType fonts in Android

柔情痞子 提交于 2019-11-26 23:26:14
问题 What I would like I would like to put an OpenType font in my assets folder and use Typeface.createFromAsset to render Unicode text in my Android application for a language that uses complex text layout (CTL). Background I want to do this for traditional Mongolian script, but it is the same issue (so I hear) for other languages like Thai, Arabic, Indic languages, and many minority languages. An OpenType font already includes the information necessary to properly display the text. The problem

IE 9 does not use sub-pixel antialiasing under certain conditions

安稳与你 提交于 2019-11-26 22:17:21
问题 [Original title: IE 9 text renders very poorly; is there a workaround? ) IE 9 is rendering the text in my application very poorly. The problem is not in my monitor's Clear Type settings, since IE 9 in compatibility mode, Firefox, and Chrome all render text nicely. Here's a side-by-side comparison of how the text is rendered with IE 9, IE 9 in compatibility mode, and Chrome: I tried applying this answer, but it doesn't seem to apply to anything after IE 7. Does anybody know of any workarounds

Part 2 - How do I get consistent rendering when scaling a JTextPane?

穿精又带淫゛_ 提交于 2019-11-26 22:07:38
问题 I submitted another version of this question and a sample program before: How do I get consistent rendering when scaling a JTextPane? Recapitulating the problem: I would like to allow users to zoom into or out of a non-editable JTextPane. Running the example program submitted in the earlier question, which simply scaled the Graphics object, resulted in inconsistent spacing between runs of bold text and non-bold text. The sample program below attempts to solve the problem by drawing the text

How to do OpenGL live text-rendering for a GUI?

删除回忆录丶 提交于 2019-11-26 18:50:33
问题 I'm implementing a GUI built on top of OpenGL. I came to the problem that each GUI will have -- text rendering. I know of several methods of rendering text in OpenGL, however, I'm wonderin which of them would be best suited for a GUI. Generally in a GUI we have two types of text -- static and live. Static is easy enough -- we can render a TTF to a texture and forget about it. It's the "live" text that is more bothering me -- imagine console, or a live chat in a multi-player game. I thought of

How can I render curved text into a Bitmap?

徘徊边缘 提交于 2019-11-26 14:17:59
问题 I am currently dynamically creating a bitmap and using the graphics object from the bitmap to draw a string on it like so: System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); graph.DrawString(text, font, brush, new System.Drawing.Point(0, 0)); This returns a rectangular bitmap with the string written straight across from left to right. I would like to also be able to draw the string in the shape of a rainbow. How can I do this? 回答1: I recently had this problem (I was

Vertical (rotated) text in HTML table

断了今生、忘了曾经 提交于 2019-11-26 08:48:37
问题 Is there a (portable) way to rotate text in a HTML table cell by 90°? (I have a table with many columns and much text for the headings, so I\'d like to write it vertically to save space.) 回答1: .box_rotate { -moz-transform: rotate(7.5deg); /* FF3.5+ */ -o-transform: rotate(7.5deg); /* Opera 10.5 */ -webkit-transform: rotate(7.5deg); /* Saf3.1+, Chrome */ filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=0.083); /* IE6,IE7 */ -ms-filter: "progid:DXImageTransform.Microsoft.BasicImage

Draw text in OpenGL ES

回眸只為那壹抹淺笑 提交于 2019-11-26 05:42:14
I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the player´s score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later. Any ideas? The Android SDK doesn't come with any easy way to draw text on OpenGL views. Leaving you with the following options. Place a TextView over your SurfaceView. This is slow and bad, but the most direct