Reverts UI font change and adds setting for AA sd fonts

This commit is contained in:
Justin Mitchell
2026-07-06 18:59:25 -04:00
parent 72b99a2a9c
commit e69241ef54
15 changed files with 11299 additions and 9667 deletions
+9 -6
View File
@@ -282,12 +282,15 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode
const uint8_t bmpVal = 3 - ((byte >> bit_index) & 0x3);
if (renderMode == GfxRenderer::BW && bmpVal < 3) {
// Full coverage is solid ink; partial (anti-aliased edge) coverage
// dithers with the same period-2 patterns as fillRectDither
// (dark grey = 50% checkerboard, light grey = 25%), so 2-bit fonts
// render anti-aliased on BW passes instead of bolding every edge
// pixel to black. Skipped pixels leave the background untouched.
if (bmpVal == 0 || (bmpVal == 1 && ((screenX + screenY) & 1) == 0) ||
// Default: gray pixels paint solid black. Required when grayscale
// passes follow (their LUT lightens pixels it assumes were just
// driven solid black), and it is the plain non-AA look otherwise.
// Fast AA: partial (anti-aliased edge) coverage dithers with the
// same period-2 patterns as fillRectDither (dark grey = 50%
// checkerboard, light grey = 25%), approximating AA in a single
// BW pass. Skipped pixels leave the background untouched.
if (!renderer.isFastAntiAliasing() || bmpVal == 0 ||
(bmpVal == 1 && ((screenX + screenY) & 1) == 0) ||
(bmpVal == 2 && (screenX & 1) == 0 && (screenY & 1) == 0)) {
renderer.drawPixel(screenX, screenY, pixelState);
}