Reverts UI font change and adds setting for AA sd fonts
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@@ -282,12 +282,15 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode
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const uint8_t bmpVal = 3 - ((byte >> bit_index) & 0x3);
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if (renderMode == GfxRenderer::BW && bmpVal < 3) {
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// Full coverage is solid ink; partial (anti-aliased edge) coverage
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// dithers with the same period-2 patterns as fillRectDither
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// (dark grey = 50% checkerboard, light grey = 25%), so 2-bit fonts
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// render anti-aliased on BW passes instead of bolding every edge
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// pixel to black. Skipped pixels leave the background untouched.
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if (bmpVal == 0 || (bmpVal == 1 && ((screenX + screenY) & 1) == 0) ||
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// Default: gray pixels paint solid black. Required when grayscale
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// passes follow (their LUT lightens pixels it assumes were just
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// driven solid black), and it is the plain non-AA look otherwise.
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// Fast AA: partial (anti-aliased edge) coverage dithers with the
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// same period-2 patterns as fillRectDither (dark grey = 50%
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// checkerboard, light grey = 25%), approximating AA in a single
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// BW pass. Skipped pixels leave the background untouched.
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if (!renderer.isFastAntiAliasing() || bmpVal == 0 ||
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(bmpVal == 1 && ((screenX + screenY) & 1) == 0) ||
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(bmpVal == 2 && (screenX & 1) == 0 && (screenY & 1) == 0)) {
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renderer.drawPixel(screenX, screenY, pixelState);
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}
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