That's a long title that perfectly captures another issue I have found with GDI+ text rendering.
While checking Kris's claim on text rendering using GraphicsPath1 I have noticed that GDI+ text rendering using TextRenderingHint.AntiAlias looks much better (less fuzzy) in simple tests than the result of using HTML Renderer to generate transparent image (using AntiAlias hint). It's strange as HTML Renderer uses the same GDI+ text rendering method.
After changing HTML Renderer to GDI text rendering (see previous post and this one) I have encountered another issue: GDI doesn't support alpha channel, which means that GDI is unable to render anything with transparent color. A problem as before the change HTML Renderer fully supported transparent text. Continue reading →
To complete my previous post on text rendering in .NET I will present here the pitfalls I encountered migrating HTML Renderer to native GDI text rendering. The final result is ready to use NativeTextRenderer class with simple managed API that can be used for native GDI text rendering. Continue reading →
My research into text rendering in .NET/Windows started with HTML Renderer, I have noticed text issues in the rendered HTML: fonts were pixelated, letter were too close, words were either too close or too far apart (Figure 1). Although minor issues they were bugging me, also I was hoping it will lead to some performance improvements as from my last optimization session text draw/measure were the most time consuming operations.
The resulted improvement exceeded my wildest expectations and worth a post on. Continue reading →
Managed HTML rendering is a pain in the ass for a really long time, a really good solution I was able to find is this HTML Renderer hosted on CodePlex, though the project seems to be dead and I'm not sure how I can contribute… Anyway, It's 100% managed code and has nice HTML 4 and CSS level 2 spec cover.
So I decided to check it out and after a little playing around it felt a bit heavy so I decided to look into its performance using built in visual studio profiler, to ruin the ending I have managed to reduce average render time from 282 msec to 24 msec (91%).
The final code with most of the issues fixes raised here and here can be found here, you can use it under the same license the original code is under. Also, if everything goes well, I might be adding features to the project including text selecting for copy-paste support.