Hmm... Now I am at a loss for why this is misbehaving. According to FontCreator, it should be fine with FontFace=Source Sans Pro Semibold.
If you look at SourceSansPro-Bold.ttf in that set, you will see what I mean.
That one requires:
FontFace=Source Sans Pro
StringStyle=Bold
It is currently March 29th, 2024, 7:03 am
Improved font rendering with Direct2D
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Re: Improved font rendering
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Re: Improved font rendering
yeah, but font name and font family might mean something different for GDI and Direct2D, probably due to the limitations of the TTF format back in the days when Windows and Mac TTF fonts had the same file extension but were incompatible.
like GDI:
Verdana
font family: Verdana
font weight: regular
Verdana Bold
font family: Verdana
font weight: bold
Verdana Semibold
font family: Verdana Semibold
font weight: regular
and Direct2D (this is just a guess)
Verdana
font family: Verdana
font weight: regular
Verdana Bold
font family: Verdana
font weight: bold
Verdana Semibold
font family: Verdana
font weight: demi
like GDI:
Verdana
font family: Verdana
font weight: regular
Verdana Bold
font family: Verdana
font weight: bold
Verdana Semibold
font family: Verdana Semibold
font weight: regular
and Direct2D (this is just a guess)
Verdana
font family: Verdana
font weight: regular
Verdana Bold
font family: Verdana
font weight: bold
Verdana Semibold
font family: Verdana
font weight: demi
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Re: Improved font rendering
Yes, I suspect it is some difference in how GDI+ and D2D treat the "full font name", "family name" and "subfamily name" that we need to explore. I don't think "font weight" as such is a factor. The special attributes of a font seem to be driven by the "subfamily name", at least in GDI+. Something is different, and I have no doubt we will track it down.
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Re: Improved font rendering
i think this at least explains it:
http://blogs.msdn.com/b/text/archive/2009/04/15/introducing-the-directwrite-font-system.aspx
http://blogs.msdn.com/b/text/archive/2009/04/15/introducing-the-directwrite-font-system.aspx
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Re: Improved font rendering
Also, while there are issues with positioning and even (as you say) some "kerning" differences we need to look at, in my opinion the difference in quality is striking... I think the difference in quality is more pronounced on Windows 8 than it is on Windows 7.
GDI: D2D:
GDI: D2D:
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Re: Improved font rendering
BTW, here is a better version of the skin to test fonts... Just for the heck of it.
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Re: Improved font rendering
kerning is the space between individual letters. i don't think that you would need to look at it or that it is something that should be altered by Rainmeter. it's just different, might just as well be the same, but look "wrong" due to the higher contrast Direct2D seems to use. maybe it can be influenced with cttune.exe.jsmorley wrote:Also, while there are issues with positioning and even (as you say) some "kerning" differences we need to look at, in my opinion the difference in quality is striking... I think the difference in quality is more pronounced on Windows 8 than it is on Windows 7.
it's really personal taste. personally i do not really like the more "edgy" look of Direct2D. i can only imagine how ugly it would look on a retina display compared with OSX or FreeType font rendering.
my biggest concern is the different heights they have. nightmare if you work with section variables.
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Re: Improved font rendering
The issue with "padding", both width and height, that differs from GDI to D2D is a known issue that we are working on. I expect all that to be resolved soon.moshi wrote: kerning is the space between individual letters. i don't think that you would need to look at it or that it is something that should be altered by Rainmeter. it's just different, might just as well be the same, but look "wrong" due to the higher contrast Direct2D seems to use. maybe it can be influenced with cttune.exe.
it's really personal taste. personally i do not really like the more "edgy" look of Direct2D. i can only imagine how ugly it would look on a retina display compared with OSX or FreeType font rendering.
my biggest concern is the different heights they have. nightmare if you work with section variables.
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Re: Improved font rendering
So I just tested out the D2D feature on the many skins I have running on my desktop, and I found an interesting quirk: one of my skins that involves zero String meters does not render properly under D2D, but works fine otherwise on the 3.0 r1871 beta.
The skin is my Continue Time clock that you can find here on dA: http://fav.me/d5flqmh
The skin is my Continue Time clock that you can find here on dA: http://fav.me/d5flqmh
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Re: Improved font rendering
This seems to be due to TransformationMatrix, which does not work with D2D yet. It should work fine in the next beta.iNjUST wrote:So I just tested out the D2D feature on the many skins I have running on my desktop, and I found an interesting quirk: one of my skins that involves zero String meters does not render properly under D2D, but works fine otherwise on the 3.0 r1871 beta.