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by Jasper_ 2054 days ago
It's more because it's a fairly niche technique that requires either dual-source blending or constant blend colors, things that game rendering engineers don't think about often. It's also tricky to make work with transparency, which is the reason OS X ditched it. Basically, nobody in the video games space does it frequently.

Maybe I should clean up and open-source my subpixel text renderer that uses dual-source blending....

2 comments

Subpixel text rendering also requires intimate knowledge of the display being rasterized for, and becomes a mess once you enter multiple displays with different pixel layouts. I was working on support in my font library https://github.com/mooman219/fontdue/, but it quickly becomes not worth it. I'm interested to see your approach to the problem if your project is online!
do it man! point the godot devs to it as well :D