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Re:Complex text layouts progress report in Godot game engine by Jasper_ on Tuesday November 10, 2020 @09:53AM (#25046584)
It's more because it's a fairly niche technique that requires either dual-source blending or constant blend colors, things that game rendering engineers don't think about often. It's also tricky to make work with transparency, which is the reason OS X ditched it. Basically, nobody in the video games space does it frequently.

Maybe I should clean up and open-source my subpixel text renderer that uses dual-source blending....

Re:Complex text layouts progress report in Godot game engine by mooman219 on Tuesday November 10, 2020 @05:15PM (#25052775)
Subpixel text rendering also requires intimate knowledge of the display being rasterized for, and becomes a mess once you enter multiple displays with different pixel layouts. I was working on support in my font library https://github.com/mooman219/fontdue/, but it quickly becomes not worth it. I'm interested to see your approach to the problem if your project is online!
Re:Complex text layouts progress report in Godot game engine by derac on Tuesday November 10, 2020 @10:53AM (#25047325)
do it man! point the godot devs to it as well :D