On Apr 22, 2007, at 21:43 , sig wrote:
But the image wiil still function if the plugins are missing.
If FT2Plugin is missing, then all FreeType fonts will render as Accuny. The font menu will show no available FreeType fonts.
If the modified BitBltPlugin is missing (i.e. the new combination rule 41 is not available), the FreeType fonts will render using the existing alpha blending rule 34. Sub-pixel anti-aliasing won't work (it will automatically revert to greyscale), the Glyph Contrast preference won't have any effect, and memory consumption will be higher because it will need to cache coloured glyphs.
A small question.. Since true type fonts are vector, is there any plans to add some protocols to allow rendering fonts in vector (outline) form? Typically a rasterised TTF glyphs is enough for most applications, but for creative gyus who want to play with fonts its may be good alternative if they could use fonts in vector form to create nice text effects.
An OpenGL maniac inside of me tells me that throwing away such functionality is not very clever, and i would like to support them both.
I checked a TTGlyph class and saw that loaded font is actually a set of point triplets which define a curve. But i can't deduce more than that. Is there any description on how to draw a glyph from given data?
The data is just a series of bezier control points in Balloon2D format, use that to render. Try
TTSampleStringMorph initializedInstance openInHand
Note all this TT* stuff has nothing to do with Freetype (FT*), this is the original Squeak-native implementation.
- Bert -