This commit is contained in:
Werner Lemberg 2000-11-10 17:10:14 +00:00
parent 2f84d9a836
commit 733b2f8b0a
3 changed files with 464 additions and 427 deletions

View File

@ -199,12 +199,15 @@
b. Outline descriptor
</h4>
<p>A FreeType outline is described through a simple structure, called
<tt>FT_Outline</tt>, which fields are:</p>
<p>A FreeType outline is described through a simple structure:</p>
<center>
<table cellspacing=3
cellpadding=3>
<caption>
<b><tt>FT_Outline</tt></b>
</caption>
<tr>
<td>
<tt>n_points</tt>
@ -267,7 +270,7 @@
<a name="section-2">
<hr3>
<h3>
2. Bounding and control box computations
</h3>

View File

@ -1,12 +1,13 @@
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<!doctype html public "-//w3c//dtd html 4.0 transitional//en"
"http://www.w3.org/TR/REC-html40/loose.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="Author" content="blob">
<meta name="GENERATOR" content="Mozilla/4.5 [fr] (Win98; I) [Netscape]">
<title>FreeType Glyph Conventions</title>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="Author"
content="David Turner">
<title>FreeType Glyph Conventions</title>
</head>
<body>
<body text="#000000"
bgcolor="#FFFFFF"
@ -14,278 +15,342 @@
vlink="#51188E"
alink="#FF0000">
<center>
<h1>
FreeType Glyph Conventions</h1></center>
<h1 align=center>
FreeType Glyph Conventions
</h1>
<h2 align=center>
Version&nbsp;2.1
</h2>
<h3 align=center>
Copyright&nbsp;1998-2000 David Turner (<a
href="mailto:david@freetype.org">david@freetype.org</a>)<br>
Copyright&nbsp;2000 The FreeType Development Team (<a
href="mailto:devel@freetype.org">devel@freetype.org</a>)
</h3>
<center>
<h2>
version 2.1</h2></center>
<table width="65%">
<tr><td>
<center>
<h3>
Copyright 1998-2000 David Turner (<a href="mailto:david@freetype.org">david@freetype.org</a>)<br>
Copyright 2000 The FreeType Development Team (<a href="devel@freetype.org">devel@freetype.org</a>)</h3></center>
<center>
<table width="100%"
border=0
cellpadding=5>
<tr bgcolor="#CCFFCC"
valign=center>
<td align=center
width="30%">
<a href="glyphs-6.html">Previous</a>
</td>
<td align=center
width="30%">
<a href="index.html">Contents</a>
</td>
<td align=center
width="30%">
&nbsp;
</td>
</tr>
</table>
</center>
<center><table width=650><tr><td>
<p><hr></p>
<center><table width="100%" border=0 cellpadding=5><tr bgcolor="#CCFFCC" valign=center>
<td align=center width="30%">
<a href="glyphs-6.html">Previous</a>
</td>
<td align=center width="30%">
<a href="index.html">Contents</a>
</td>
<td align=center width="30%">
&nbsp;
</td>
</tr></table></center>
<table width="100%">
<tr bgcolor="#CCCCFF"
valign=center><td>
<h2>
VII. FreeType bitmaps
</h2>
</td></tr>
</table>
<p>The purpose of this section is to present the way FreeType manages
bitmaps and pixmaps, and how they relate to the concepts previously
defined. The relationships between vectorial and pixel coordinates is
explained.</p>
<table width="100%"><tr valign=center bgcolor="#CCCCFF"><td><h2>
VII. FreeType Bitmaps
</h2></td></tr></table>
<a name="section-1">
<h3>
1. Vectorial versus pixel coordinates
</h3>
<p>This sub-section explains the differences between vectorial and pixel
coordinates. To make things clear, brackets will be used to describe
pixel coordinates, e.g. [3,5], while parentheses will be used for
vectorial ones, e.g. (-2,3.5).</p>
<p>In the pixel case, as we use the <em>Y&nbsp;upwards</em> convention;
the coordinate [0,0] always refers to the <em>lower left pixel</em> of a
bitmap, while coordinate [width-1, rows-1] to its <em>upper right
pixel</em>.</p>
<p>In the vectorial case, point coordinates are expressed in floating
units, like (1.25, -2.3). Such a position doesn't refer to a given
pixel, but simply to an immaterial point in the 2D plane.</p>
<p>The pixels themselves are indeed <em>square boxes</em> of the 2D
plane, whose centers lie in half pixel coordinates. For example, the
lower left pixel of a bitmap is delimited by the square (0,0)-(1,1), its
center being at location (0.5,0.5).</p>
<p>This introduces some differences when computing distances. For
example, the <em>length</em> in pixels of the line [0,0]-[10,0] is 11.
However, the vectorial distance between (0,0)-(10,0) covers exactly
10&nbsp;pixel centers, hence its length is&nbsp;10.</p>
<center>
<img src="grid_1.png"
height=390 width=402
alt="bitmap and vector grid">
</center>
<p>The purpose of this section is to present the way FreeType
manages bitmaps and pixmaps, and how they relate to the concepts previously
defined. The relationships between vectorial and pixel coordinates is
explained.
</p>
<a name="section-2">
<h3>
2. FreeType bitmap and pixmap descriptor
</h3>
<h3><a name="section-1">
1. Vectorial versus pixel coordinates :
</h3><blockquote>
<p>A bitmap or pixmap is described through a single structure, called
<tt>FT_Bitmap</tt>, defined in the file
<tt>&lt;freetype/ftimage.h&gt;</tt>. It is a simple descriptor whose
fields are:</p>
<p>This sub-section explains the differences between vectorial
and pixel coordinates. To make things clear, brackets will be used to describe
pixel coordinates, e.g. [3,5], while parentheses will be used for vectorial
ones, e.g. (-2,3.5).
<p>In the pixel case, as we use the <i>Y upwards</i> convention, the coordinate
[0,0] always refers to the <i>lower left pixel</i> of a bitmap, while coordinate
[width-1, rows-1] to its <i>upper right pixel</i>.
<p>In the vectorial case, point coordinates are expressed in floating units,
like (1.25, -2.3). Such a position doesn't refer to a given pixel, but
simply to an immaterial point in the 2D plane
<p>The pixels themselves are indeed <i>square boxes</i> of the 2D plane,
which centers lie in half pixel coordinates. For example, the <i>lower
left pixel</i> of a bitmap is delimited by the <i>square</i> (0,0)-(1,1),
its center being at location (0.5,0.5).
<p>This introduces some differences when computing distances. For example,
the "<i>length</i>" in pixels of the line [0,0]-[10,0] is 11. However,
the vectorial distance between (0,0)-(10,0) covers exactly 10 pixel centers,
hence its length if 10.
<center><img SRC="grid_1.png" height=390 width=402></center>
<center>
<table cellspacing=3
cellpadding=5
width="80%">
<caption>
<b><tt>FT_Bitmap</tt></b>
</caption>
<tr>
<td valign=top>
<tt>rows</tt>
</td>
<td valign=top>
the number of rows, i.e. lines, in the bitmap
</td>
</tr>
<tr>
<td valign=top>
<tt>width</tt>
</td>
<td valign=top>
the number of horizontal pixels in the bitmap
</td>
</tr>
<tr>
<td valign=top>
<tt>pitch</tt>
</td>
<td valign=top>
its absolute value is the number of bytes per bitmap line; it can
be either positive or negative depending on the bitmap's vertical
orientation
</td>
</tr>
<tr>
<td valign=top>
<tt>buffer</tt>
</td>
<td valign=top>
a typeless pointer to the bitmap pixel bufer
</td>
</tr>
<tr>
<td valign=top>
<tt>pixel_mode</tt>
</td>
<td valign=top>
an enumeration used to describe the pixel format of the bitmap;
examples are <tt>ft_pixel_mode_mono</tt> for 1-bit monochrome
bitmaps and <tt>ft_pixel_mode_grays</tt> for 8-bit anti-aliased
"gray" values
</td>
</tr>
<tr>
<td valign=top>
<tt>num_grays</tt>
</td>
<td valign=top>
this is only used for "gray" pixel modes, it gives the number of
gray levels used to describe the anti-aliased gray levels --
256&nbsp;by default with FreeType&nbsp;2
</td>
</tr>
</table>
</center>
</blockquote><h3><a name="section-2">
2. FreeType bitmap and pixmap descriptor :
</h3><blockquote>
<p>Note that the sign of the <tt>pitch</tt> fields determines whether
the rows in the pixel buffer are stored in ascending or descending
order.</p>
<p>A bitmap or pixmap is described through a single structure,
called <tt>FT_Bitmap</tt>, defined in the file
<tt>&lt;freetype/ftimage.h&gt;</tt>. It is a simple descriptor whose fields are:</p>
<p>Remember that FreeType uses the <em>Y&nbsp;upwards</em> convention in
the 2D plane, which means that a coordinate of (0,0) always refer to the
<em>lower-left corner</em> of a bitmap.</p>
<center><table CELLSPACING=3 CELLPADDING=5 BGCOLOR="#CCCCCC" width="80%" >
<caption><tt>FT_Bitmap</tt></caption>
<p>If the pitch is positive, the rows are stored in decreasing vertical
position; the first bytes of the pixel buffer are part of the
<em>upper</em> bitmap row.</p>
<tr>
<td><b>rows</b></td>
<p>On the opposite, if the pitch is negative, the first bytes of the
pixel buffer are part of the <em>lower</em> bitmap row.</p>
<td>the number of rows, i.e. lines, in the bitmap</td>
</tr>
<p>In all cases, one can see the pitch as the byte increment needed to
skip to the <em>next lower scanline</em> in a given bitmap buffer.</p>
<tr>
<td><b>width</b></td>
<center>
<table>
<tr>
<td>
<img src="up_flow.png"
height=261 width=275
alt="negative 'pitch'">
</td>
<td>
<img src="down_flow.png"
height=263 width=273
alt="positive 'pitch'">
</td>
</tr>
</table>
</center>
<td>the number of horizontal pixels in the bitmap</td>
</tr>
<tr>
<td><b>pitch</b></td>
<td>its absolute value is the number of bytes per bitmap line.
it can be either positive or negative depending on the bitmap's
vertical orientation</td>
</tr>
<tr>
<td><b>buffer</b></td>
<td>a typeless pointer to the bitmap pixel bufer</td>
</tr>
<tr>
<td><b>pixel_mode</b></td>
<td>an enumeration used to describe the pixel format of the bitmap.
Examples are: <tt>ft_pixel_mode_mono</tt> for 1-bit monochrome bitmaps
and <tt>ft_pixel_mode_grays</tt> for 8-bit anti-aliased "gray" values
</td>
<tr>
<td><b>num_grays</b></td>
<td>this is only used for "gray" pixel modes, it gives the
number of gray levels used to describe the anti-aliased gray levels.
256 by default with FreeType 2.
</td>
</tr>
</table></center>
<p>The "positive pitch" convention is very often used, though
some systems might need the other.</p>
<p>Note that the sign of the <b><tt>pitch</tt></b> fields determines wether
the rows in the pixel buffer are stored in ascending or descending order.
</p>
<a name="section-3">
<h3>
3. Converting outlines into bitmaps and pixmaps
</h3>
<p>Remember that FreeType uses the <i>Y upwards</i> convention in the 2D
plane. Which means that a coordinate of (0,0) always refer to the
<i>lower-left corner</i> of a bitmap.
</p>
<p>Generating a bitmap or pixmap image from a vectorial image is easy
with FreeType. However, one must understand a few points regarding the
positioning of the outline in the 2D plane before converting it to a
bitmap:</p>
<p>When the pitch is positive, the rows are stored in decreasing vertical
position, which means that the first bytes of the pixel buffer are part
of the <i>upper</i> bitmap row.
</p>
<ul>
<li>
<p>The glyph loader and hinter always places the outline in the 2D
plane so that (0,0) matches its character origin. This means that
the glyph's outline, and corresponding bounding box, can be placed
anywhere in the 2D plane (see the graphics in section&nbsp;III).</p>
</li>
<li>
<p>The target bitmap's area is mapped to the 2D plane, with its
lower left corner at (0,0). This means that a bitmap or pixmap of
dimensions [<tt>w,h</tt>] will be mapped to a 2D rectangle window
delimited by (0,0)-(<tt>w,h</tt>).</p>
</li>
<li>
<p>When scan-converting the outline, everything that falls within
the bitmap window is rendered, the rest is ignored.</p>
</li>
<p>On the opposite, when the pitch is negative, the first bytes of the
pixel buffer are part of the <i>lower</i> bitmap row.</p>
<p>A common mistake made by many developers when they begin using
FreeType is believing that a loaded outline can be directly rendered
in a bitmap of adequate dimensions. The following images illustrate
why this is a problem.</p>
<p>In all cases, one can see the pitch as the byte increment needed
to skip to the <em>next lower scanline</em> in a given bitmap buffer.</p>
<ul>
<li>
The first image shows a loaded outline in the 2D plane.
</li>
<li>
The second one shows the target window for a bitmap of arbitrary
dimensions [w,h].
</li>
<li>
The third one shows the juxtaposition of the outline and window in
the 2D plane.
</li>
<li>
The last image shows what will really be rendered in the bitmap.
</li>
</ul>
<p>The two conventions are detailed by this graphics:</p>
<center>
<img src="clipping.png"
height=151 width=539
alt="clipping algorithm">
</center>
</ul>
<center><table>
<tr>
<td><img SRC="up_flow.png" height=261 width=275></td>
<p>Indeed, in nearly all cases, the loaded or transformed outline must
be translated before it is rendered into a target bitmap, in order to
adjust its position relative to the target window.</p>
<td><img SRC="down_flow.png" height=263 width=273></td>
</tr>
</table></center>
<p>For example, the correct way of creating a <em>standalone</em> glyph
bitmap is as follows</p>
<p>The <em>positive pitch</em> convention is very often used, though
some systems might need otherwise.</p>
<ul>
<li>
<p>Compute the size of the glyph bitmap. It can be computed
directly from the glyph metrics, or by computing its bounding box
(this is useful when a transformation has been applied to the
outline after the load, as the glyph metrics are not valid
anymore).</p>
</li>
<li>
<p>Create the bitmap with the computed dimensions. Don't forget to
fill the pixel buffer with the background color.</p>
</li>
<li>
<p>Translate the outline so that its lower left corner matches
(0,0). Don't forget that in order to preserve hinting, one should
use integer, i.e. rounded distances (of course, this isn't required
if preserving hinting information doesn't matter, like with rotated
text). Usually, this means translating with a vector
<tt>(-ROUND(xMin), -ROUND(yMin))</tt>.</p>
</li>
<li>
<p>Call the rendering function (it can be
<tt>FT_Outline_Render()</tt> for example).</p>
</li>
</ul>
<p>In the case where one wants to write glyph images directly into a
large bitmap, the outlines must be translated so that their vectorial
position correspond to the current text cursor/character origin.</p>
</blockquote><h3><a name="section-3">
3. Converting outlines into bitmaps and pixmaps :
</h3><blockquote>
<p><hr></p>
<p>Generating a bitmap or pixmap image from a vectorial image
is easy with FreeType. However, one must understand a few points regarding
the positioning of the outline in the 2D plane before converting it to
a bitmap. These are :</p>
<center>
<table width="100%"
border=0
cellpadding=5>
<tr bgcolor="#CCFFCC"
valign=center>
<td align=center
width="30%">
<a href="glyphs-6.html">Previous</a>
</td>
<td align=center
width="30%">
<a href="index.html">Contents</a>
</td>
<td align=center
width="30%">
&nbsp;
</td>
</tr>
</table>
</center>
<ul>
<li><p>
The glyph loader and hinter always places the outline in the 2D plane so
that (0,0) matches its character origin. This means that the glyphs outline,
and corresponding bounding box, can be placed anywhere in the 2D plane
(see the graphics in section III).
</p></li>
<li><p>
The target bitmaps area is mapped to the 2D plane, with its lower left
corner at (0,0). This means that a bitmap or pixmap of dimensions
[<tt>w,h</tt>] will be mapped to a 2D rectangle window delimited by
(0,0)-(<tt>w,h</tt>).
</p></li>
<li><p>
When scan-converting the outline, everything that falls
within the bitmap window is rendered, the rest is ignored.
</p></li>
<p>A common mistake made by many developers when they begin using FreeType
is believing that a loaded outline can be directly rendered in a bitmap
of adequate dimensions. The following images illustrate why this is a problem:
</p>
<p>
<ul>
<li>
the first image shows a loaded outline in the 2D plane.
</li>
<li>
the second one shows the target window for a bitmap of arbitrary dimensions
[w,h]
</li>
<li>
the third one shows the juxtaposition of the outline and window in the
2D plane
</li>
<li>
the last image shows what will really be rendered in the bitmap.
</li>
</ul>
</p>
</ul>
<center><img SRC="clipping.png" height=151 width=539></center>
<p><br>
<br>
<br>
<p>Indeed, in nearly all cases, the loaded or transformed outline must
be translated before it is rendered into a target bitmap, in order to adjust
its position relative to the target window.
</p>
<p>For example, the correct way of creating a <i>standalone</i> glyph bitmap
is thus to :
</p>
<ul>
<li><p>
Compute the size of the glyph bitmap. It can be computed directly from
the glyph metrics, or by computing its bounding box (this is useful when
a transform has been applied to the outline after the load, as the glyph
metrics are not valid anymore).
</p></li>
<li><p>
Create the bitmap with the computed dimensions. Don't forget to fill the
pixel buffer with the background color.
</p></li>
<li><p>
Translate the outline so that its lower left corner matches (0,0). Dont
forget that in order to preserve hinting, one should use integer, i.e.
rounded distances (of course, this isnt required if preserving hinting
information doesnt matter, like with rotated text). Usually, this means
translating with a vector <tt>( -ROUND(xMin), -ROUND(yMin) )</tt>.
</p></li>
<li><p>
Call the rendering function (it can be <tt>FT_Outline_Render</tt> for
example).
</p></li>
<p><br>In the case where one wants to write glyph images directly into
a large bitmap, the outlines must be translated so that their vectorial
position correspond to the current text cursor/character origin.</blockquote>
</blockquote>
<center><table width="100%" border=0 cellpadding=5><tr bgcolor="#CCFFCC" valign=center>
<td align=center width="30%">
<a href="glyphs-6.html">Previous</a>
</td>
<td align=center width="30%">
<a href="index.html">Contents</a>
</td>
<td align=center width="30%">
&nbsp;
</td>
</tr></table></center>
</td></tr></table></center>
</td></tr>
</table>
</center>
</body>
</html>

View File

@ -1,12 +1,13 @@
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<!doctype html public "-//w3c//dtd html 4.0 transitional//en"
"http://www.w3.org/TR/REC-html40/loose.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="Author" content="blob">
<meta name="GENERATOR" content="Mozilla/4.5 [fr] (Win98; I) [Netscape]">
<title>FreeType Glyph Conventions</title>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="Author"
content="David Turner">
<title>FreeType Glyph Conventions</title>
</head>
<body>
<body text="#000000"
bgcolor="#FFFFFF"
@ -14,218 +15,186 @@
vlink="#51188E"
alink="#FF0000">
<center>
<h1>
FreeType Glyph Conventions</h1></center>
<h1 align=center>
FreeType Glyph Conventions
</h1>
<h2 align=center>
Version&nbsp;2.1
</h2>
<h3 align=center>
Copyright&nbsp;1998-2000 David Turner (<a
href="mailto:david@freetype.org">david@freetype.org</a>)<br>
Copyright&nbsp;2000 The FreeType Development Team (<a
href="mailto:devel@freetype.org">devel@freetype.org</a>)
</h3>
<center>
<h2>
version 2.1</h2></center>
<table width="70%">
<tr><td>
<center>
<h3>
Copyright 1998-2000 David Turner (<a href="mailto:david@freetype.org">david@freetype.org</a>)<br>
Copyright 2000 The FreeType Development Team (<a href="devel@freetype.org">devel@freetype.org</a>)</h3></center>
<p>This document presents the core conventions used within the FreeType
library to manage font and glyph data. It is a <em>must-read</em> for all
developers who need to understand digital typography, especially if you
want to use the FreeType&nbsp;2 library in your projects.</p>
<center><table width=650><tr><td>
<table width="100%">
<tr valign=center
bgcolor="#CCCCFF">
<td align=center>
<h2>
Table of Contents
</h2>
</td>
</tr>
</table>
<center>
<table width="80%">
<tr><td>
<table width="100%"><tr valign=center bgcolor="#CCCCFF"><td align=center><h2>
Introduction
</h2></td></tr></table>
<p>This document presents the core conventions used within the FreeType
library to manage font and glyph data. It is a <em>must-read</em> for
any people that needs to understand digital typography, especially
if you want to use the FreeType 2 library in your projects.</p>
<table width="100%"><tr valign=center bgcolor="#CCCCFF"><td align=center><h2>
Table of Contents
</h2></td></tr></table>
<center><table width="80%"><tr><td>
<a href="glyphs-1.html">
<h2>I. Basic Typographic Concepts:</h2>
</a>
<ul>
<h2>
<a href="glyphs-1.html">I. Basic Typographic Concepts</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-1.html#section-1">
1. Font files, format and information
</a>
<br>
<a href="glyphs-1.html#section-1">1. Font files, format and
information</a>
<br>
<a href="glyphs-1.html#section-2">
2. Character images and mappings
</a>
<br>
<a href="glyphs-1.html#section-2">2. Character images and mappings</a>
<br>
<a href="glyphs-1.html#section-3">
3. Character and font metrics
</a>
<br>
</ul>
<a href="glyphs-1.html#section-3">3. Character and font metrics</a>
<br>
</h3>
</blockquote>
<a href="glyphs-2.html">
<h2>II. Glyph Outlines:</h2>
</a>
<ul>
<h2>
<a href="glyphs-2.html">II. Glyph outlines</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-2.html#section-1">
1. Pixels, Points and Device Resolutions
</a>
<br>
<a href="glyphs-2.html#section-1">1. Pixels, points and device
resolutions</a>
<br>
<a href="glyphs-2.html#section-2">
2. Vectorial representation
</a>
<br>
<a href="glyphs-2.html#section-2">2. Vectorial representation</a>
<br>
<a href="glyphs-2.html#section-3">
3. Hinting and bitmap rendering
</a>
<br>
</ul>
<a href="glyphs-2.html#section-3">3. Hinting and bitmap rendering</a>
<br>
</h3>
</blockquote>
<a href="glyphs-3.html">
<h2>III. Glyph Metrics:</h2>
</a>
<ul>
<h2>
<a href="glyphs-3.html">III. Glyph metrics</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-3.html#section-1">
1. Baseline, Pens and Layouts
</a>
<br>
<a href="glyphs-3.html#section-1">1. Baseline, pens and layouts</a>
<br>
<a href="glyphs-3.html#section-2">
2. Typographic metrics
</a>
<br>
<a href="glyphs-3.html#section-2">2. Typographic metrics and
bounding boxes</a>
<br>
<a href="glyphs-3.html#section-3">
3. Bearings and Advances
</a>
<br>
<a href="glyphs-3.html#section-3">3. Bearings and advances</a>
<br>
<a href="glyphs-3.html#section-4">
4. The effects of grid-fitting
</a>
<br>
<a href="glyphs-3.html#section-4">4. The effects of grid-fitting</a>
<br>
<a href="glyphs-3.html#section-5">
5. Text widths and bounding box
</a>
<br>
</ul>
<a href="glyphs-3.html#section-5">5. Text widths and bounding box</a>
<br>
</h3>
</blockquote>
<a href="glyphs-4.html">
<h2>IV. Kerning:</h2>
</a>
<ul>
<h2>
<a href="glyphs-4.html">IV. Kerning</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-4.html#section-1">
1. Kerning pairs
</a>
<br>
<a href="glyphs-4.html#section-1">1. Kerning pairs</a>
<br>
<a href="glyphs-4.html#section-2">
2. Applying kerning
</a>
<br>
</ul>
<a href="glyphs-4.html#section-2">2. Applying kerning</a>
<br>
</h3>
</blockquote>
<a href="glyphs-5.html">
<h2>V. Text Processing:</h2>
</a>
<ul>
<h2>
<a href="glyphs-5.html">V. Text processing</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-5.html#section-1">
1. Writing simple text strings
</a>
<br>
<a href="glyphs-5.html#section-1">1. Writing simple text strings</a>
<br>
<a href="glyphs-5.html#section-2">
2. Sub-pixel positioning
</a>
<br>
<a href="glyphs-5.html#section-2">2. Sub-pixel positioning</a>
<br>
<a href="glyphs-5.html#section-3">
3. Simple kerning
</a>
<br>
<a href="glyphs-5.html#section-3">3. Simple kerning</a>
<br>
<a href="glyphs-5.html#section-4">
4. Right-to-left layouts
</a>
<br>
<a href="glyphs-5.html#section-4">4. Right-to-left layouts</a>
<br>
<a href="glyphs-5.html#section-5">
5. Vertical layouts
</a>
<br>
<a href="glyphs-5.html#section-5">5. Vertical layouts</a>
<br>
<a href="glyphs-5.html#section-6">
6. WYSIWYG text layouts
</a>
<br>
</ul>
<a href="glyphs-5.html#section-6">6. WYSIWYG text layouts</a>
<br>
</h3>
</blockquote>
<a href="glyphs-6.html">
<h2>VI. FreeType Outlins:</h2>
</a>
<ul>
<h2>
<a href="glyphs-6.html">VI. FreeType Outlines</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-6.html#section-1">
1. FreeType outline description and structure
</a>
<br>
<a href="glyphs-6.html#section-1">1. FreeType outline description
and structure</a>
<br>
<a href="glyphs-6.html#section-2">
2. Bounding and control box computations
</a>
<br>
<a href="glyphs-6.html#section-2">2. Bounding and control box
computations</a>
<br>
<a href="glyphs-6.html#section-3">
3. Coordinates, scaling and grid-fitting
</a>
<br>
</ul>
<a href="glyphs-6.html#section-3">3. Coordinates, scaling, and
grid-fitting</a>
<br>
</h3>
</blockquote>
<a href="glyphs-7.html">
<h2>VII. FreeType Bitmaps:</h2>
</a>
<ul>
<h2>
<a href="glyphs-7.html">VII. FreeType bitmaps</a>
</h2>
<blockquote>
<h3>
<a href="glyphs-7.html#section-1">
1. Vectorial versus pixel coordinates
</a>
<br>
<a href="glyphs-7.html#section-1">1. Vectorial versus pixel
coordinates</a>
<br>
<a href="glyphs-7.html#section-2">
2. FreeType bitmap descriptor
</a>
<br>
<a href="glyphs-7.html#section-2">2. FreeType bitmap and pixmap
descriptor</a>
<br>
<a href="glyphs-7.html#section-3">
3. Converting outlines into bitmaps
</a>
<br>
</ul>
<a href="glyphs-7.html#section-3">3. Converting outlines into
bitmaps and pixmaps</a>
<br>
</h3>
</blockquote>
</p>
</td></tr>
</table>
</center>
</td></tr></table></center>
</td></tr></table></center>
</td></tr>
</table>
</center>
</body>
</html>