Yeah, I think so, too. Just write it in pure ASM to make it faster and send it to Blitz
Well that's just super neato!
Cool. It looks great except that the quality of antialising needs improvement. But I think it is a very good attempt
Quote:The link is dead... I wanna see it!
Sorry about that - it's a friend of a friend's server. It's down sometimes, but at least there are no ads or anything. It seems to be working now.
Quote:UVF font, source code (UGL not included), and compiled EXE:
http://www.network32.net/sterling/downloads/uvf.zip
Though it is exciting, it still is not real anti-aliasing and I think thats the reason you are unable to refine it at the moment. Look up some anti-aliasing alogrithms
real anti-aliasing? From what I can tell, it scales a larger version of the rendered text, that's a "real" way of doing it. The only other way would be to alter the text rendering routine itself, making the opacity of the pixel plotted the same as the area that the scanline covers. That would give the exact same result depending on the precision.
if you want to increase the quality, change the "4" to something higher.
Real as far as i can tell, the quality depends on the minizing filter.