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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • Compiz antialiasing with xserver-xorg-video-radeon?

    - by eXtractor
    Windows previews are ugly on my computer. Is there any solution to make them smooth? BTW windows previews in Metacity with compositing enabled (/apps/metacity/general/compositing_manager) are looking much better than in Compiz. I am using the open source radeon driver, so I can't configure my videocard preferences via AMD's GUI, and I've tried all options like a texture filter, bicubic filter or mipmapping I found in ccsm with no result. How to make windows previews in Compiz be as smooth as they are in Metacity? And sorry, my English sucks just like these windows thumbnails in Compiz.

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  • OpenGL antialiasing not working

    - by user146780
    I'v been trying to anti alias with OGL. I found a code chunk that is supposed to do this but I see no antialiasing. I also reset my settings in Nvidia Control Panel but no luck. Does this code in fact antialias the cube? GLboolean polySmooth = GL_TRUE; static void init(void) { glCullFace (GL_BACK); glEnable (GL_CULL_FACE); glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); glClearColor (0.0, 0.0, 0.0, 0.0); } #define NFACE 6 #define NVERT 8 void drawCube(GLdouble x0, GLdouble x1, GLdouble y0, GLdouble y1, GLdouble z0, GLdouble z1) { static GLfloat v[8][3]; static GLfloat c[8][4] = { {0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0}, {0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0}, {0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0}, {0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0} }; /* indices of front, top, left, bottom, right, back faces */ static GLubyte indices[NFACE][4] = { {4, 5, 6, 7}, {2, 3, 7, 6}, {0, 4, 7, 3}, {0, 1, 5, 4}, {1, 5, 6, 2}, {0, 3, 2, 1} }; v[0][0] = v[3][0] = v[4][0] = v[7][0] = x0; v[1][0] = v[2][0] = v[5][0] = v[6][0] = x1; v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0; v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1; v[0][2] = v[1][2] = v[2][2] = v[3][2] = z0; v[4][2] = v[5][2] = v[6][2] = v[7][2] = z1; #ifdef GL_VERSION_1_1 glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_COLOR_ARRAY); glVertexPointer (3, GL_FLOAT, 0, v); glColorPointer (4, GL_FLOAT, 0, c); glDrawElements(GL_QUADS, NFACE*4, GL_UNSIGNED_BYTE, indices); glDisableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_COLOR_ARRAY); #else printf ("If this is GL Version 1.0, "); printf ("vertex arrays are not supported.\n"); exit(1); #endif } /* Note: polygons must be drawn from front to back * for proper blending. */ void display(void) { if (polySmooth) { glClear (GL_COLOR_BUFFER_BIT); glEnable (GL_BLEND); glEnable (GL_POLYGON_SMOOTH); glDisable (GL_DEPTH_TEST); } else { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable (GL_BLEND); glDisable (GL_POLYGON_SMOOTH); glEnable (GL_DEPTH_TEST); } glPushMatrix (); glTranslatef (0.0, 0.0, -8.0); glRotatef (30.0, 1.0, 0.0, 0.0); glRotatef (60.0, 0.0, 1.0, 0.0); drawCube(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5); glPopMatrix (); glFlush (); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(30.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case `t': case `T': polySmooth = !polySmooth; glutPostRedisplay(); break; case 27: exit(0); /* Escape key */ break; default: break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_ALPHA | GLUT_DEPTH); glutInitWindowSize(200, 200); glutCreateWindow(argv[0]); init (); glutReshapeFunc (reshape); glutKeyboardFunc (keyboard); glutDisplayFunc (display); glutMainLoop(); return 0; } Thanks

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • OpenGL: Filtering/antialising textures in a 2D game

    - by futlib
    I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either. I suppose this means texture filtering is my best option? Right now I'm using bilinear filtering, I think: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not. I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).

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  • Error when compiling FXAA shader

    - by mulletdevil
    I am getting the following error when compiling the FXAA shader downloaded from here http://timothylottes.blogspot.co.uk/2011/07/fxaa-311-released.html Fxaa3_11.h(934,5): error x4000: Use of potentially uninitialized variable (FxaaPixelShader) Here is the line in the shader if(earlyExit) #if (FXAA_DISCARD == 1) FxaaDiscard; #else return rgbyM; #endif Does anyone know what may be causing this? I have not changed any values in that shader. Here is a snippet from my current pixel shader #define FXAA_GREEN_AS_LUMA 1 #define FXAA_HLSL_4 1 #define FXAA_PC 1 #define FXAA_QUALITY__PRESET 12 #include "Fxaa3_11.h" PS_OUTPUT main(PS_INPUT fragment) { PS_OUTPUT output; const float2 pos = fragment.hPosition.xy; const float4 notUsedFloat4 = float4(0.0f, 0.0f, 0.0f, 0.0f); const float fxaaQualitySubpix = 0; const float fxaaQualityEdgeThreshold = 0.333; const float fxaaQualityEdgeThresholdMin = 0.0833; const float notUsedFloat = 0.0f; FxaaTex fxaaTex; fxaaTex.smpl = SampleType; fxaaTex.tex = inputTexture; output.colour = FxaaPixelShader(pos, //1 notUsedFloat4, //2 fxaaTex, //3 fxaaTex, //4 fxaaTex, //5 rcpFrame, //6 notUsedFloat4, //7 rcpFrameOpt, //8 notUsedFloat4, //9 fxaaQualitySubpix, //10 fxaaQualityEdgeThreshold, //11 fxaaQualityEdgeThresholdMin, //12 notUsedFloat, //13 notUsedFloat, //14 notUsedFloat, //15 notUsedFloat //16 ); return output; } Am I passing a wrong value into the shader?

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  • No anti-aliasing with Xmonad

    - by Leon
    I'm looking into Xmonad. One problem I'm having is that most of my applications in Xmonad don't have anti-aliasing. For example gnome-terminal & evolution. I have this in my .Xresources: Xft.dpi: 96 Xft.lcdfilter: lcddefault Xft.antialias: true Xft.autohint: true Xft.hinting: true Xft.hintstyle: hintfull Xft.hintstyle: slight Xft.rgba: rgb And this in my .gtkrc-2.0: gtk-theme-name="Ambiance" gtk-icon-theme-name="ubuntu-mono-dark" gtk-font-name="Sans 10" gtk-cursor-theme-name="DMZ-White" gtk-cursor-theme-size=0 gtk-toolbar-style=GTK_TOOLBAR_BOTH gtk-toolbar-icon-size=GTK_ICON_SIZE_LARGE_TOOLBAR gtk-button-images=1 gtk-menu-images=1 gtk-enable-event-sounds=1 gtk-enable-input-feedback-sounds=1 gtk-xft-antialias=1 gtk-xft-hinting=1 gtk-xft-hintstyle="hintfull" gtk-xft-rgba="rgb" include "/home/leon/.gtkrc-2.0.mine" But I still have no anti-aliasing. When I launch gnome-settings-daemon I do get anti-aliasing. But I don't want to run gnome-settings-daemon. What could be the problem? I'm running Ubuntu 12.04 Desktop.

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  • Anti-aliasing changed after update (or something...)

    - by Mussnoon
    The anti-aliasing of my system (of GTK?) has gone weird after I did one of two things - do a system update, and install gimp 2.7 beta. See images: Before: After: Before: After: Here's the current rendering comparison between Chromium, Firefox and Opera (in that order): Does anyone know how I can get the old anti-aliasing back? As far as I can tell, I never did anything special to achieve that before. It has always been on the default settings since I installed Lucid few months ago. Update: I have tried different settings (even though I knew they were already at the "best" settings) in appearance fonts ( details) but, as expected, any change there only makes things worse.

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  • Fonts look bad in Microsoft Office using Wine

    - by amfcosta
    Office fonts in wine look very different from what they look in Windows or LibreOffice. As can be seen from the attached screenshots, they look blurry in some sizes and aliased in other sizes. You can see the differences not only in the document text but also in the ribbon menu. It happens with a lot of fonts. I'm testing it with Office 2010 now, but it also happens in Office 2007. Things I've tried: Changing fontsmooth settings with winetricks - made no difference. Copying fonts from a Windows system - made no difference. Using Ubuntu's fonts (by removing the Windows/Fonts from the wineprefix) - removed the blurriness in some fonts but increased aliasing. The three screenshots correspond to different "configurations": office_wine.png - Office Word in Wine using Wine's original fonts; office_nowinefonts.png - Office Word in Wine using Ubuntu's fonts; office_windows.png - Office Word in Windows. PS: please make sure to see the screenshots without scaling them to notice the problem. EDIT: A screenshot of how Calibri behaves in Wine here.

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  • Problems in exporting terrain from autodesk 3ds

    - by Jatin Kumar
    i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working fine but with few problems: The terrain is mainly made up of some cubical boxes with texture on them and placed on a big flat surface with boundary wall. In opengl i have enabled anti aliasing but still there is too much aliasing on the boundaries (visible when rotating the camera). I have tiled the floor with some image but in opengl it is just the single image stretched over the complete surface. I have exported animated model (Skelton+mesh+material+animation) from 3ds and used cal3d library for reading the same. Model has a gun also which is not appearing in opengl and it too has too much of aliasing problem. I have googled around but couldn't find any relevant solutions. Thanks in advance

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • Smooth pixels while rotating sprite

    - by goodm
    I just started with andengine, so this maybe gonna be silly question. How to make my sprites more smooth while I rotate them? Or maybe it because this is screenshot from tablet? Thanks JohnEye it works: Just need to change my BitmapTextureAtlas from: BitmapTextureAtlas carAtlas = new BitmapTextureAtlas(this.getTextureManager(),100, 63); to: BitmapTextureAtlas carAtlas = new BitmapTextureAtlas(this.getTextureManager(),100, 63, TextureOptions.BILINEAR);

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  • Printing takes forever and gives pixelated prints

    - by kelvinsong
    I have a Brother HL-3070CW printer, which has some serious issues. Printing takes an abnormally long time, and if the file has anything more than text in it, it becomes horribly aliased and pixelated. The printer also sometimes complains about running out of memory. This problem has appeared on and off throughout various Ubuntu releases, and can sometimes be worked around by saving a file in Postscript through Evince, and printing the PS file in Evince. I tried to install drivers from the Brother website, but it gives an error "dependency not satisfiable: hl3070cwlpr" Help, I'm wasting a huge amount of paper and ink(not to mention time) reprinting pages over and over again in trial and error.

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • Bad anti-aliasing in some applications

    - by Matty
    There was an update a few weeks ago that seemed to mess with anti-aliasing in some applications. Firefox, Thunderbird, and the text in some apps such as Mousepad and Leafpad (but not the rest of the window) are affected, whereas Chrome and everything else seems to be just fine. Attached are two screenshots showing the difference between rendering in Firefox and Chrome. The anti-aliasing settings are the same as they've always been, which have worked just fine - full hinting, RGB sub-pixel order. I'm really not sure what's going on and am thinking that it might be faster to fix this problem by re-installing, but is there anything I can try first as re-installing is the last thing I want to do? I'm running Xubuntu 12.04.

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • Antialiasing algorithm

    - by y_nk
    Hello, I'm looking for a good way to antialias a bitmap i'm generating with actionscript3. My goal would be to achieve this processing from scratch. I read a lot on the subject but the most common algorithm are looking too loud to work properly within my swf, because i'm using a scale2x algorithm to smooth the edges of my shape. It doesn't have to be colorfull, since my shape is black and white ! Any hint would be appreciated, thanks :)

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  • Android Canvas.DrawBitmap without blurring/AntiAliasing?

    - by Sh33p
    I'm trying to make an android game using sprites, (or very pixelated characters, backgrounds etc.). I draw them on the canvas like so... matrix.preScale(xrat,yrat); canvas.drawBitmap(img, matrix, null); Where img is the Bitmap and the xrat and yrat are the scales. My problem is that when I test, the Bitmap is blurry or anti-aliased, is there a way to prevent this? The rigid-blocky art style of the game will be ruined if the blocks are blurry. Any (ANY) help appreciated!

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  • How can I turn off font-antialiasing only for gnome-terminal, but not for other applications?

    - by dan
    I'm running GNOME (gnome-session under xmonad). I want to turn off antialiasing (i.e. use monochrome mode) for fonts in gnome-terminal. But I want to retain antialiasing for other applications, like Firefox. Is this possible? Antialiasing is great and almost necessary for using Firefox or Chrome. But it makes the fonts in gnome-terminal blurry at sizes around 12 or smaller. Otherwise, I'll just have to use xterm, which seems not to anti-alias its fonts under any circumstances.

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