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Re:Uno: Single-Codebase for Windows, WebAssembly, iOS, macOS... by jcelerier on Thursday November 05, 2020 @03:07PM (#25001476)
for some reason the text looks quite a bit more blurry and less readable than the same thing rendered with Qt on my machine. You should really consider using Freetype, Harfbuzz and friends, right now it looks like there is no hinting or something like that - see e.g. https://i.imgur.com/YgKFcd0.png

(yours top, Qt version bottom - I tried to match the font sizes visually but did not manage to decipher your code to find out exactly what they should be x) )

Re:Uno: Single-Codebase for Windows, WebAssembly, iOS, macOS... by flohofwoe on Friday November 06, 2020 @03:54AM (#25006126)
Yeah, that's one downside of focusing on size alone, you'll have to make many compromises what to include and what to leave out. I'd love if browsers would have font- and text-rendering APIs that are low-level enough to integrate with WebGL/WebGPU.
Re:Uno: Single-Codebase for Windows, WebAssembly, iOS, macOS... by Jasper_ on Sunday November 08, 2020 @11:51AM (#25026964)
I have been planning to write one based around 2D canvas that uses pixel scanning and alignment properties to compute the metrics information that has been missing from the native APIs. Would allow a basic glyph atlas and layout, but I do wish had access to a glyph shaper directly....