Hi there!
Know thats a bit off-topic bit since the java2d developers look here from time to time its maybe the best way to reach them
I am currently thinking about howto implement hw-accalerated subpixel-AA with OpenGL and GLSL and would like to know how this is implemented in Mustang. (I plan to contribute the work to Mustang and Glitz - maybe it can be helpful just as prototype)
As far as I can imaging the whole glyph-cache is pretty much unuseable for subpixel-AA glyphs - so is every time a AA-Glyph is rendered to a native surface the background or the glyph fetched from the surface to system-memory, subpixel-aa is done and afterwise a swsurface blit happens?
Since shaders can only access Textures or surfaces bound to textures (FBOs or PBuffers), the only way I can imaging it could be done would be:
1.) Bind the backbuffer to a texture
2.) Create a small FBO for rendering teh glyph to (can be cached if same size or larger)
3.) Render the glyph to small FBO, read composition data from 1.) Texture in glyph cache, 2. background of target bound to texture
4.) Render the small FBO to the target-surface.
I just wonder how slow this would be
Any better ideas?
Thanks in advance, lg Clemens