From freetype-devel Fri Dec 21 18:11:39 2007 From: Lars Knoll Date: Fri, 21 Dec 2007 18:11:39 +0000 To: freetype-devel Subject: Re: [ft-devel] QRasterizer - a new rasterizer faster than freetype Message-Id: <200712211911.39625.lars () trolltech ! com> X-MARC-Message: https://marc.info/?l=freetype-devel&m=119826078816079 On Friday 21 December 2007 01:09:14 David Turner wrote: > thanks Lars for the clarification. > > when you talk about the quadratic component in the algorithm, I assume that > you really > mean the fact that we do all the work in a single fixed-size memory block > (the render pool), > deciding to recurse the rasterization when the input shape is too large. > (the process is called "banding" in the sources) > > that would easily explain the 36x factor for very large polygons :-). > however, I'm interested in > comparing the QRasterizer algorithm to the FreeType one for typical glyph > rendering. is it > significantly better in this situation ? if so, we might want to switch to > it. I don't think it would be significantly faster and the rasterization rules we use would probably not give good looking results for fonts. Cheers, Lars > > - David > > 2007/12/20, Lars Knoll : > > On Thursday 20 December 2007 22:08:51 David Turner wrote: > > > so if I understand correctly, this is a monochrome-only (not > > > > anti-aliased) > > > > > rasterizer that probably doesn't handle the subtle drop-out control > > > > rules > > > > > we need for fonts. > > > > No, it doesn't. It basically implements the same rasterization rules as > > X, which is good for 2d graphics, but very different from what's needed > > for fonts. > > > > The main reason we went away from the black raster was that it gave > > slight drawing errors in some cases (drawing two adjacent shapes that > > shared a line > > could sometimes lead to dropouts between them), and that it has some > > quadratic components in the algorithm. The quadratic algorithm is clearly > > not > > an issue for fonts, but for 2d drawing where some people draw polygons > > with > > 10.000 or more line segments it is. > > > > > I'm still interested to see how this works though. Anyone has the > > > source code ?, I feel reluctant to download and unpack a 80 MB tarball > > > just to > > > > see > > > > > this. > > > > http://labs.trolltech.com/gitweb?p=qt-snapshot;a=blob;f=src/gui/painting/ > >qrasterizer.cpp;h=0b05a3749cc0916fbb30dd885c8a92ce688c1713;hb=99271fc5eb3c > >9ac279a9c611f01fb794d0ed1a8c > > > > http://labs.trolltech.com/gitweb?p=qt-snapshot;a=blob;f=src/gui/painting/ > >qrasterizer_p.h;h=3e4da2ec6d070803a52d72e34c6eb367391a904c;hb=99271fc5eb3c > >9ac279a9c611f01fb794d0ed1a8c > > > > Cheers, > > Lars > > > > > - David > > > > > > 2007/12/18, Allan Yang, Jian Hua - SH : > > > > "I've been working on a new rasterizer to replace the Freetype > > > > rasterizer for aliased painting in the raster paint engine, which is > > > > used > > > > > > on Windows and when rendering to a QImage. The new rasterizer is > > > > scheduled to be part of Qt 4.4, and is already available in the > > > > snapshots. > > > > > > > > The performance of rasterizing various paths with QRasterizer > > > > compared > > > > to > > > > > > the Freetype rasterizer can bee seen in the following figure: > > > > > > > > ……" > > > > > > > > > > > > > > > > URL: > > > > > > > > http://labs.trolltech.com/blogs/2007/08/31/rasterizing-dragons/ > > > > > > > > > > > > > > > > Very interesting! > > > > > > > > > > > > > > > > > > > > > > > > Allan > > > > > > > > _______________________________________________ > > > > Freetype-devel mailing list > > > > Freetype-devel@nongnu.org > > > > http://lists.nongnu.org/mailman/listinfo/freetype-devel _______________________________________________ Freetype-devel mailing list Freetype-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/freetype-devel