I think what shaolin is referring to is by Matthew Bardram of Atomic Media. You can find his tip at http://www.ultrashock.com/. Skip the goofy intro and go to "Tutorials", then "Flash 5". It's in the article listing.
There are two ways to get high-quality screen rendering. The main one these days is hinting, but you can also embed actual bitmaps into TT fonts. (On MacOS you can also have a bitmap suitcase.)
Although most of the industry has taken hinting to heart, I'm still not convinced that it's *always* the way to go. I've been learning VTT, and the one adjective I would use to describe the process of delta-hinting (which is what you really need to match embedded bitmaps in quality) is "unnatural".
Also, if you want the ultimate in on-screen rendering you would go with grayscale bitmaps (handmade ones, not those awful ones generated automatically), and at that point hinting becomes *really* painful.
I've learned, from reading and listening, that one thing that truly makes a font work for the screen is the 'hinting' of the font. I believe that Microsoft (link below) has a section on this. And, if this doesn't help as much, a friend of mine who designed trebuchet and others, could be of more help. Let me know.
24 May 2001 — 1:42am
I think what shaolin is referring to is by Matthew Bardram of Atomic Media.
You can find his tip at http://www.ultrashock.com/. Skip the goofy intro
and go to "Tutorials", then "Flash 5". It's in the article listing.
13 Jul 2001 — 12:19pm
There are two ways to get high-quality screen rendering. The main one these days is hinting, but you can also embed actual bitmaps into TT fonts. (On MacOS you can also have a bitmap suitcase.)
Although most of the industry has taken hinting to heart, I'm still not convinced that it's *always* the way to go. I've been learning VTT, and the one adjective I would use to describe the process of delta-hinting (which is what you really need to match embedded bitmaps in quality) is "unnatural".
Also, if you want the ultimate in on-screen rendering you would go with grayscale bitmaps (handmade ones, not those awful ones generated automatically), and at that point hinting becomes *really* painful.
hhp
13 Jul 2001 — 12:09pm
I've learned, from reading and listening, that one thing that truly makes a font work for the screen is the 'hinting' of the font. I believe that Microsoft (link below) has a section on this. And, if this doesn't help as much, a friend of mine who designed trebuchet and others, could be of more help. Let me know.
http://www.microsoft.com/typography/default.asp
30 Jul 2003 — 6:36pm
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