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Or, you could render to greyscale texture at 3x resolution and then scale down the texture with subpixel precision when rendering on screen?


Subpixel smoothing requires vector outlines to get good results, so scaling a bitmap won't work in practice. More importantly, font rendering is optimised to a specific size, i.e. the bitmap for 32x32 isn't just a scaled version of the 16x16 bitmap. The usual mechanism for this is hinting, but some engines use their own heuristics (e.g. CoreText, and maybe Metro?).




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