Search Results

Search found 2796 results on 112 pages for 'pixel fonts'.

Page 15/112 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • How does font rendering actually work?

    - by Andrea
    I realize that I know essentially nothing about the way fonts get rendered in my computer. From what I can observe, font rendering is generally made in a consistent way throughout the system. For instance, the subpixel font hinting settings that I configure in my DE control panel have influence on text which appears on window borders, in my browser, in my text editor and so on. (I should observe that some Java applications show a noticeable difference, so I guess they are using a different font rendering mechanism). What I get from the above is that probably all applications that need font rendering make use of some OS (or DE)-wide library. On the other hand, browsers usually manage their own rendering through a rendering engine, that takes care of positioning various items - including text - according to specific flow rules. I am not sure how these two facts are compatible. I would assume that the browser would have to ask the OS to draw a glyph at a given position, but how can it manage the flow of text without knowing beforehand how much space the glyph will take? Are there separate calls to determine the glyph sizes, so that the browser can manage the flow as if characters were little boxes that are later filled in by the OS? (Although this does not take care of kerning). Or is the OS responsible for drawing a whole text area, including text flow? Does the OS return the rendered glyph as a bitmap and leaves it to the application to draw that on the screen?

    Read the article

  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

    Read the article

  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

    Read the article

  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

    Read the article

  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

    Read the article

  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

    Read the article

  • jQTouch flicker on iPad with pixel doubling

    - by websfear
    I'm using jQTouch on an iPhone application and one of our requirements is to make this work in the iPad with pixel doubling. I believe there's a bug/issue with jQTouch on the iPad (running within an app UIWebView, but pixel doubled) that causes the screen to flicker during transitions. Pretty much every transition has a stutter/flicker on it. Has anyone else experienced this? I also started seeing this flicker on some Android devices as well.

    Read the article

  • Oversized Qt Fonts on OSX

    - by Mike Arthur
    Why does Qt on OSX appear to default to overly large fonts? Even when you select the same font size manually the fonts appear slightly bigger. Does Qt on OSX use a different font rendering to OSX? Does this improve if you use Qt for Cocoa? In addition, is there a qtconfig tool or equivalent to globally set the font settings for all Qt applications? Thanks!

    Read the article

  • Embedding fonts in css file

    - by Patel
    HI everyone i am new to this css i am developing a website for that site i am using kannada fonts but i wnat to embed the fonts in css how to embed that can any one please give sugessions and solutions .. thanks in advance

    Read the article

  • How to load image in correct pixel depth

    - by extropy
    I have a bunch of monochrome (1bpp) PNG images I want to load, and pass to pdfSharp. Using Image.FromFile loads images fine, but it alawys uses 32BPP, regardless of the pixel depth of the file. That results in very large PDF files generated. Is there a way to load images in their native pixel depth?

    Read the article

  • Pixels - A cry for some insight

    - by CarrotFile
    I'm pretty new to web developing and I'd love some clarification. Although reading more than one book on the topic, I cannot seem to wrap my head around the pixel concept. I encounter problems with this issue when trying to use CSS and pixel units for design that fits different screen sizes. To my understanding a pixel is the most basic unit used by a monitor in order to compose an image on the screen. So if me resolution is 800 by 600, everything on my screen is rendered using those 800*600 basic building blocks. If I were to enlarge my screen resolution, 3 things would accrue: A. The basic image building block(the pixel) would shrink in size B. The pixels would move close together C. Well, more pixels would now be available All these combined lead to a sharper(depending on the viewing distance) and more detail enabling image. Well so far so good. Here is were I start getting lost: To my knowledge a pixel is not a physical, real object. Monitors are not embedded with a few thousand pixels. I am drawn to this conclusion because anyone can change his screen's resolution, making a pixel on his screen bigger or smaller, and adding or subtracting the amount of total pixels on screen. Adding to that, I have herd that different monitors have different pixel densities. For example Apple's retina monitors. Taking all of the above as my knowledge base, These are my questions: If a pixel has no real world constant size, what does comparing different pixel densities matter? Each screen company can define it's own pixel concept and declare the higher density. What does a bigger pixel density mean? Say we take two screens with the same physical dimensions, but with a different pixel density, am I to assert that the main difference would be the larger density screen being able to display a higher max resolution? Or am I to assert that given the same resolution on both monitors, the higher density one would display a sharper, smaller image? If a pixel is not a fixed size within one monitor, is it a fixed size between the same resolution on two different monitors? For example, would two different monitors, set to the same resolution, be comprised of same size, same quantity pixels? I'd love some help (:

    Read the article

  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

    Read the article

  • How do I restore system default settings on Linux Mint KDE?

    - by Robert Kelly
    I did something weird and now my text size is like 3pt on every system window, but when I go in and change my window fonts to larger to something that looks normal, it makes my clock, bash, and other fonts absolutely gigantic. Is there any way I can just roll back my system and it's settings? It wouldn't be much bother as I installed the OS yesterday. I'd hate to have to reinstall entirely though, but I guess it's an option.

    Read the article

  • Flex - Flash Builder Design View not showing embedded fonts correctly

    - by Crusader
    Tools: Air 2, Flex SDK 4.1, Flash Builder, Halo component set (NO Spark being used at all) Fonts work perfectly when running the appliction, but not in design view. This effectively makes design view WORTHLESS because it's impossible to properly position components or labels without knowing what the true size is (it changes depending on font...) ... CSS included in root component like so: <fx:Style source="style.css"/> CSS file: /* CSS file */ @namespace mx "library://ns.adobe.com/flex/mx"; global { font-family:Segoe; font-size:14; color:#FFFFFF; } mx|Application, mx|VBox, mx|HBox, mx|Canvas { font-family:Segoe; background-color:#660000; border-color:#222277; color:#FFFFFF; } mx|Button { font-family:Segoe; fill-colors:#660000, #660000, #660000, #660000; color:#FFFFFF; } .... Interestingly (or buggily?), when I try pasting the style tag into a subcomponent (lower than the top level container), I get a bunch of warnings in the subcomponent editor view stating that CSS type selectors are not supported in.. (all the components in the style sheet). Yet, they do work when the application is executed. Huh? This is how I'm embedding the fonts in the root level container: [Embed(source="/assets/segoepr.ttf", fontName="Segoe", mimeType="application/x-font-truetype", embedAsCFF='false')] public static const font:Class; [Embed(source="/assets/segoeprb.ttf", fontName="Segoe", mimeType="application/x-font-truetype", fontWeight="bold", embedAsCFF='false')] public static const font2:Class; So, is there a way to get embedded fonts to work in design view or what?

    Read the article

  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

    Read the article

  • AS3 Font embedding problem in ComboBox on a loaded movie clip

    - by Arafat
    Hi all, I have three movie clips, say, LoaderMC, ChildMC1, and ChildMC2. ChildMC1 has TLFTextfields in it with embedded fonts. ChildMC2 has both TLFTextfields as well as combo boxes.(with embedded fonts) When I compile those movieclips separately, I can view the combo box texts without any problem. If I load the ChildMC1 and ChildMC2 into the LoaderMC, the texts doesn't appear at all on both TLFtextfields and Combo Boxes. I tried embedding the fonts in the LoaderMC, then, TLFTextfields was able to show the texts but still the ComboBoxes couldn't display the text. If I don't embed the fonts in the combo box, I can able to view the texts. What could be the problem? I read an article which says, "No one has completely understood the font embedding in flash AS3, we just have to do trial and error, to get it done" I don't know how far it is true, but in my case it seems, I should agree! Please help me...

    Read the article

  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

    Read the article

  • .htaccess - deny downloading of files

    - by user317005
    I keep several fonts in the directory "/fonts/" on my server which I then load into my css files via @font-face. However, I want to make sure that people cannot download the file just by simply going to http://www.domain.com/fonts/fontname.ttf. Can I somehow prevent this, and still be able to load the font files into my css files? Because I think putting deny from all into the .htaccess file will even prevent the css files for correctly loading the fonts. I hope this makes sense.

    Read the article

  • PrivateFontCollection fails on appharbor

    - by grennis
    I am trying to load a custom font (ttf file) and draw into an image with the Graphics object. This code runs fine locally: PrivateFontCollection fonts = new PrivateFontCollection(); string path = context.Server.MapPath("~/App_Data/Futura LT Bold.ttf"); if (!System.IO.File.Exists(path)) { throw new InvalidOperationException("Font file is not deployed: " + path); } fonts.AddFontFile(path); However when run on appharbor, the call to AddFontFile fails with the exception: System.ArgumentException: Font 'Futura LT Book' does not support style 'Regular'. at System.Drawing.Font.CreateNativeFont() at System.Drawing.Font.Initialize(FontFamily family, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont) at System.Drawing.Font..ctor(FontFamily family, Single emSize) at LumenboxWeb.Controllers.GalleryController.FontTest() in d:\temp\h5oqslma.udd\input\src\LumenboxWeb\Controllers\GalleryController.cs:line 59 at lambda_method(Closure , ControllerBase , Object[] ) at System.Web.Mvc.ActionMethodDispatcher.Execute(ControllerBase controller, Object[] parameters) at System.Web.Mvc.ReflectedActionDescriptor.Execute(ControllerContext controllerContext, IDictionary`2 parameters) I have tried different fonts, and they all work locally, but none work on appharbor. Is it possible to load fonts dynamically on appharbor?

    Read the article

  • Windows 7 & Photoshop CS5.1 - "Fonts missing" issue - I have the font!! (sort of)

    - by Tigue Von Bond
    I've noticed a really aggravating issue with Adobe Photoshop CS5.1 on at least two occasions. I downloaded a layered PSD file to work with, in the release notes it directed me to a download page for all of the font used, which was Futura Medium Condensed. I chcked and did not have any Futura fonts at all. So I downloaded and installed the font from the source provided by the provider of the PSD. I closed and reopened Photoshop and when I open the PSD file I get an error saying: Some text layers contain fonts that are missing. These layers will need to have the missing fonts replaced before they can be used for vector based output. I then go to edit the text layer and receive: The following fonts are missing for text layer "discount" Future CondensedExtraBold Font substitution will occur. Continue? If I click OK, it substitutes Myriad Pro for this layer. Didn't I download the right font? I go into the font dropdown and see I have a font with a slightly different name "Futura-CondensedExtraBold-Th Regular" I have also seen this issue with Helvetica. I have received a PSD file, same "some text layers contain fonts that are missing These..." error dialog when I open up the file - and when I go to edit a layer with text I get: The following fonts are missing for text layer "Home": Helvetica Font substitution will occur. Continue? I click continue - it substitutes Myriad Pro - and check my font list and sure enough I have a bunch of Helvetica fonts, none exactly named "Helvetica" Is this a common issue? Googling it yielded a few people with similar problems (I think all on Macs) but either no concrete help or no response. Is it that the two font names aren't EXACT matches? If that is the case is there any way of setting up Photoshop to more intelligently substitute or even set up some sort of mapping (if "Helvetica" then substitute "Helvetica Lt Std" ? Is there anything else, maybe something that I am not thinking of?

    Read the article

  • How can a Virtual PC with Win XP install the East Asian Language? (or does any browser come with Chi

    - by Jian Lin
    How can a Virtual PC with Win XP on it install the East Asian Language? (or does any browser come with Chinese fonts?) After setting up a virtual PC with Win XP, if Chinese font is needed, then the usual way is to go to the Control Panel, select "Regional and Language" and go to the second tab and check the box "Install Files for East Asian Languages". After clicking OK, it asks for the file cplexe.exe on the XP SP3 CD 3... and is said to be about 230MB... In such case, how can the language pack or fonts be installed? (Update: I found that it is true for Window 7's Virtual PC with XP on it, as well as the XP SP3 with IE 8 that can be downloaded in the link below.) (I downloaded the virtual hard drive file .vhd from http://www.microsoft.com/downloads/details.aspx?FamilyId=21EABB90-958F-4B64-B5F1-73D0A413C8EF&displaylang=en so there is no "CD 3"... there) Or does any browser come with all the unicode fonts without needing the OS to support it?

    Read the article

  • Bad font anti-aliasing in Ubuntu

    - by Juliano
    I'm switching from Fedora 8 to Ubuntu 9.04, and I can't seem to get it to get a good font anti-aliasing to work. It seems that Ubuntu's fontconfig tries to keep characters in integral pixel widths. This makes text more difficult to read, when 1 pixel is too thin and 2 pixels is too thick. Check the image below. In Fedora, when fontconfig anti-aliasing is enabled, fonts have their thickness proportional to the font size. Below, the thickness is different for 8, 9 and 10pt sizes. In Ubuntu, on the other hand, even when anti-aliasing is enabled, all 8, 9 and 10pt sizes have 1 pixel thickness. This makes reading larges amount of text difficult. I'm using the very same home directory, and I already checked that X resources are the same in both systems: ~% xrdb -query | grep Xft Xft.antialias: 1 Xft.dpi: 96 Xft.hinting: 1 Xft.hintstyle: hintfull Xft.rgba: none GNOME settings: ~% gconftool-2 -a /desktop/gnome/font_rendering antialiasing = grayscale hinting = full dpi = 96 rgba_order = rgb So, the question is: What should I change in the new box (Ubuntu) in order to get anti-aliasing like in the old box (Fedora)?

    Read the article

  • Monospace font which supports at least both of Korean hangul and the Georgian alphabet?

    - by hippietrail
    Being both a language enthusiast and a programmer, I find myself often doing programming or text processing involving foreign language alphabets and scripts. One annoyance however is that CJK fonts (those which support Chinese, Japanese, and/or Korean) usually only contain glyphs for Latin, Greek, and Cyrillic at best. Often the Asian glyphs will be beautiful but the other glyphs can be quite ugly. Just as often in text editors you can only choose a single font, not one for CJKV and one for other, which will be each used for rendering the appropriate characters. Korean is one of the languages I'm most interested in currently. I only need hangul / hangeul for monospaced editing, hanja isn't common enough to be a problem. Another of the languages I'm currently involved in is Georgian, which has its own alphabet which is a little exotic but has pretty good support in common fonts on Windows and *nix. But I am as yet unable to find a font with good Korean glyphs and also Georgian glyphs. My editor of choice is gVim, so an answer telling me how to set it to use two fonts together would be just as good. Currently I'm using it mostly under Windows 7 so a vim-specific solution would be needed rather than a *nix-specific solution.

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >