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by pyalot2 4666 days ago
Well in CSS you can't do anything about it, that's just how the browser works.

If you'd be doing WebGL you can do some things like using square power of two textures and enabling mipmapping and if available anisotropic filtering.

You can also do things like using signed distance field fonts or draw fonts by rasterizing (in the fragment shader) the bezier curves, which can be made to nicely anti-alias (using standard derivatives).

2 comments

Is this to say that CSS 3D transformations on text are bound to be aliased [in similar circumstances]? Is there a suggestion to the spec such as a "mipmap hint" that could (one day) be added to reduce this flaw without the need for other technologies?
It's not just 3D transforms, a simple scale down will exhibit aliasing as well.

There's no flag to control aliasing migitating strategies for CSS in the spec, nor is there any discussion about it as far as I know.

We call this a leaky abstraction :)
> draw fonts by rasterizing (in the fragment shader) the bezier curves

So, ideally, browsers would be doing this themselves, after applying the transform to any non-text in the texture, and then compositing with the combined texture?