Update README.md

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nothings 2014-12-06 23:46:40 -08:00
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@ -61,3 +61,28 @@ texture bandwidth for text rendering since we end up minifying the texture
without using mipmapping, but you probably are not going to be fill-bound
by your text rendering.)
## What about gamma?
Gamma-correction for fonts just doesn't work. This doesn't seem to make
much sense -- it's physically correct, it simulates what we'd see if you
shrunk a font down really far, right?
But you can play with it in the oversample.exe app. If you turn it on,
white-on-black fonts become too thick (i.e. they become too bright), and
black-on-white fonts become too thin (i.e. they are too dark). There is
no way to adjust the font's inherent thickness (i.e. by switching to
bold) to fix this for both; making the font thicker will make white
text worse, and making the font thinner will make black text worse.
Multiple people who have experimented with this independently (me,
Fabian Giesen,and Maxim Shemanarev of Anti-Grain Geometry) have all
oncluded that font rendering just generally looks better without
gamma correction (or probably with some arbitrary power stuck in
there, but it's not really correcting for gamma at that point). Maybe
this is in part a product of how we're used to fonts being on screens
which has changed how we expect them to look (e.g. perhaps hinting
oversharpens them and prevents the real-world thinning you'd see in
a black-on-white text).
Nevertheless, even if you turn on gamma-correction, you will find that
oversampling still helps in many cases for small fonts.