Blog
16x AA font rendering using coverage masks, part III
This is part three in the series on 16x AA font rendering using coverage masks, as used in our profiler. In part one, we saw how to render glyphs in real-time using 16xAA, sampled at a regular grid. In part two, we saw how to move to a rotated grid and how the code...
16x AA font rendering using coverage masks, part II
This is part two in the series on 16x AA font rendering using coverage masks, as used in our profiler. In part one, we saw how to render glyphs in real-time using 16xAA, sampled at a regular grid. In this part (part two), we will see how we can move to a rotated grid...
16xAA font rendering using coverage masks, part I
Back when we started our Performance profiler, we knew we were going to do almost all the rendering of the UI ourselves. We soon had to decide how we were going to approach font rendering. We had a few requirements: We should be able to render any font on any size in...
Superluminal is live!
After two years of hard work, we are extremely excited to make our new C/C++ performance profiler available to the general public. Over the past 20 years, we have been fortunate enough to work with a lot of talented people on major video game titles like Halo and...