On 7 May 2010, at 21:09, Gwynne Raskind wrote:

> In any other situation, I'd do just that. This particular project, 
> unfortunately, is supposed to be a "vintage" port of an old game, and the 
> original code isn't even mine. I would strongly prefer to emulate the "look 
> and feel" as much as possible, as is typical of games. Is it at all possible 
> to get CG to render it the old way, short of positioning every single glyph 
> individually (which is a solution I'm ashamed to admit I'd consider if 
> nothing else worked) or pre-rendering the text using SheepShaver where 
> possible?

I think this is probably a question best asked on quartz-dev, where you're 
liable to get the largest exposure to people who work on the code responsible 
(though the Cocoa text people do hang around here so they might know).

I think you may be trying to do something here that's difficult with Quartz 
text rendering, if only because it was designed with a totally different 
purpose in mind.  The older font renderers tend to make extensive use of 
hinting, grid-fitting etcetera and can *really* distort text on-screen in the 
name of readability.  I'm not sure Quartz even has the code to do these things, 
preferring instead to rely on font-smoothing and sub-pixel positioning, but 
don't quote me on that :-)

Kind regards,

Alastair.

--
http://alastairs-place.net



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