So, how will I develop a font rendering engine for the iPad (for example, how do I access the sub-pixels Do I use OpenGL? Is there an existing open source font rendering engine Mac OS X written in C, C or Objective-C?)?
But please note that this device can be easily changed from portrait mode to landscape mode, and the application can respond to that Change. This means that your sub-pixel font mechanism must also respond to the change, and you need to provide two separate sub-pixel descriptions for each font. In the purchase/download, a universal application that runs on pads and mobile phones is written. But please see the different pixel configurations of each generation of mobile phones in the picture below. Recall that each one needs to describe fonts in different ways in portrait mode and landscape mode. Now you have a lot of font descriptions.
Recall now that we were talking about portable devices, where the most valuable resource is the battery, and sub-pixel font rendering is more computationally intensive.
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I guess this is no different from the thinking process, which caused Apple to avoid using sub-pixel font rendering, but hope that the display technology will increase the pixel density to a level that is no longer needed (retina display on the iPhone) 4 is towards this The first step in the direction.)
I bet that in future versions of the iPad, we will have a display with a similar density, which will not be that important. You try to create an app for the iPad Any effort invested in the sub-pixel font rendering mechanism will be eliminated immediately, so I suggest not to go down this path.
Sub-pixel fonts like ClearType Rendering can significantly increase font display resolution and improve screen readability. How to write sub-pixel rendering of fonts (usually), and how to achieve this on iPad (C, C or Objective-C on iOS devices)? The fonts of some sizes on the iPad are very blurry, and I know the display effect of the iPad will be very good…
So, how will I develop a font rendering engine for the iPad (for example, how do I access the sub-pixels Do I use OpenGL? Is there an existing open source font rendering engine Mac OS X written in C, C or Objective-C?)?
Every pixel on the iPad is a rectangle of red, green, and blue components, so people might think that sub-pixel font rendering is for the device A good choice.
But please note that this device can easily be changed from portrait mode to landscape mode, and the application can respond to the change. This means that your sub-pixel font mechanism is also This change must be responded to, and you need to provide two separate sub-pixel descriptions for each font.
Now it is mentioned that developers want to be able to write in a single purchase/download that runs on pads and phones Universal application. But please look at the different pixel configurations of different generations of mobile phones in the picture below. Recall that each one needs to describe fonts in different ways in portrait mode and landscape mode. Now you have a lot of font descriptions.
Recall now that we are talking about portable devices, the most precious resource of which is the battery, and the sub-pixel font rendering is more computationally intensive.
I guess this has nothing to do with the thinking process. What’s the difference, lead Apple to avoid using sub-pixel font rendering, but hope that the display technology will increase the pixel density to a level that is no longer needed (retina display on the iPhone) 4 is the first step in this direction.)
I bet that in future versions of the iPad, we will have a display with a similar density, which will not be that important. Any effort you put into trying to create a sub-pixel font rendering mechanism for iPad apps will It is eliminated immediately, so I suggest not to go down this road.