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As you've noticed, we indeed have different renderers, and they use slightly different ways of rasterizing glyphs. I can outline a bit what they do. Perhaps that helps in understanding the differences that you may see, and how it compares to other toolkits: (this is a snapshot of where we are today, and that might change/improve in the future)
I suspect that GPUI uses its own rasteriser, and iced - AFAICS - uses basically swash. Technically, those do produce different output than the native OS provided libraries. I'm interested in switching Slint's use of FemtoVG over to use swash, for an overall better quality. Generally, for desktop systems I believe it's best to use the OS provided APIs to rasterise glyphs, to respect system wide settings (such as cleartype). I value consistency with the rest of the system over the individual quality per app, but I recognise that this is subjective. I recently also ran across this post that describes the differences between macOS and Windows in an interesting detail: https://x.com/luciascarlet/status/1857909771757867082 |
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I tried all slint renderers. And not a single one produce truly crisp font, like the one in Firefox, or native windows 10 applications.
I looked at screenshots of your examples - the same everywhere.
It is not that font completely blurry, but difference with the same text, rendered in Firefox as html, and rendered by slint as application - is staggering.
Many rust GUI libraries suffer from this, but for example zed's
GPUIandicedhave very crisp font. I would say ideally crisp - exactly as native windows applications.Beta Was this translation helpful? Give feedback.
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