Renamed "glyph_conventions.html" to "index.html" Updated all image references to the new PNGs Note that this document is slightly out-of-date though.. (FT_Raster_Map was changed for FT_Bitmap, and the anti-alias renderer now supports 128 levels by default).
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-<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<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>
-</head>
-<body>
-
-<body text="#000000"
- bgcolor="#FFFFFF"
- link="#0000EF"
- vlink="#51188E"
- alink="#FF0000">
-
-<center>
-<h1>
-FreeType Glyph Conventions</h1></center>
-
-<center>
-<h2>
-version 2.0</h2></center>
-
-<center>
-<h3>
-Copyright 1998-1999David Turner (<a href="mailto:david@freetype.org">david@freetype.org</a>)<br>
-Copyright 1999 The FreeType Development Team (<a href="devel@freetype.org">devel@freetype.org</a>)</h3></center>
-
-<p><br>
-<hr WIDTH="100%">
-<h2>
-Introduction</h2>
-
-<blockquote>This document discusses in great details the definition of
-various concepts related to digital typography, as well as a few specific
-to the FreeType library. It also explains the ways typographic information,
-like glyph metrics, kerning distances, etc.. is to be managed and used.
-It relates to the layout and display of text strings, either in a conventional
-(i.e. Roman) layout, or with right-to-left or vertical ones. Some aspects
-like rotation and transformation are explained too.
-<p>Comments and corrections are highly welcomed, and can be sent to the
-<a href="devel@freetype.org">FreeType
-developers list</a>.</blockquote>
-
-<hr WIDTH="100%">
-<h2>
-I. Basic typographic concepts</h2>
-
-<blockquote>
-<h3>
-1. Font files, format and information</h3>
-
-<blockquote>A font is a collection of various character images that can
-be used to display or print text. The images in a single font share some
-common properties, including look, style, serifs, etc.. Typographically
-speaking, one has to distinguish between a <b>font family</b> and its multiple
-<b>font
-faces</b>, which usually differ in style though come from the same template.
-For example, "<i>Palatino Regular</i>" and "<i>Palatino Italic</i>" are
-two distinct <i>faces</i> from the same famous <i>family</i>, called "<i>Palatino</i>"
-itself.
-<p>The single term font is nearly always used in ambiguous ways to refer
-to either a given family or given face, depending on the context. For example,
-most users of word-processors use "font" to describe a font family (e.g.
-Courier, Palatino, etc..); however most of these families are implemented
-through several data files depending on the file format : for TrueType,
-this is usually one per face (i.e. ARIAL.TFF for "Arial Regular", ARIALI.TTF
-for "Arial Italic", etc..). The file is also called a "font" but really
-contains a font face.
-<p>A <i>digital font</i> is thus a data file that may contain <i>one or
-more font faces</i>. For each of these, it contains character images, character
-metrics, as well as other kind of information important to the layout of
-text and the processing of specific character encodings. In some awkward
-formats, like Adobe Type1, a single font face is described through several
-files (i.e. one contains the character images, another one the character
-metrics). We will ignore this implementation issue in most of this document
-and consider digital fonts as single files, though FreeType 2.0 is able
-to support multiple-files fonts correctly.
-<p>As a convenience, a font file containing more than one face is called
-a font collection. This case is rather rare but can be seen in many asian
-fonts, which contain images for two or more scripts for a given language.</blockquote>
-
-<h3>
-2. Character images and mappings :</h3>
-
-<blockquote>The character images are called <b>glyphs</b>. A single character
-can have several distinct images, i.e. several glyphs, depending on script,
-usage or context. Several characters can also take a single glyph (good
-examples are roman ligatures like "oe" and "fi" which can be represented
-by a single glyph like "œ" and "?"). The relationships between characters
-and glyphs can be a very complex one but won't be detailed in this document.
-Moreover, some formats use more or less awkward schemes to store and access
-the glyphs. For the sake of clarity, we'll only retain the following notions
-when working with FreeType :
-<br>
-<ul>
-<li>
-A font file contains a set of glyphs, each one can be stored as a bitmap,
-a vector representation or any other scheme (e.g. most scalable formats
-use a combination of math representation and control data/programs). These
-glyphs can be stored in any order in the font file, and is typically accessed
-through a simple glyph index.</li>
-</ul>
-</blockquote>
-</blockquote>
-
-<ul>
-<ul>
-<ul>
-<li>
-The font file contains one (or more) table, called a character map (or
-charmap in short), which is used to convert character codes for a given
-encoding (e.g. ASCII, Unicode, DBCS, Big5, etc..) into glyph indexes relative
-to the font file. A single font face may contain several charmaps. For
-example, most TrueType fonts contain an Apple-specific charmap as well
-as a Unicode charmap, which makes them usable on both Mac and Windows platforms.</li>
-</ul>
-</ul>
-
-<h3>
-3. Character and font metrics :</h3>
-
-<ul>Each glyph image is associated to various metrics which are used to
-describe the way it must be placed and managed when rendering text. Though
-they are described in more details in section III, they relate to glyph
-placement, cursor advances as well as text layouts. They are extremely
-important to compute the flow of text when rendering string of text.
-<p>Each scalable format also contains some global metrics, expressed in
-notional units, used to describe some properties of all glyphs in a same
-face. For example : the maximum glyph bounding box, the ascender, descender
-and text height for the font.
-<p>Though these metrics also exist for non-scalable formats, they only
-apply for a set of given character dimensions and resolutions, and they're
-usually expressed in pixels then.</ul>
-</ul>
-
-<p><br>
-<hr WIDTH="100%">
-<h2>
-II. Glyph Outlines</h2>
-
-<blockquote>This section describes the vectorial representation of glyph
-images, called outlines.
-<br>
-<h3>
-1. Pixels, Points and Device Resolutions :</h3>
-
-<blockquote>Though it is a very common assumption when dealing with computer
-graphics programs, the physical dimensions of a given pixel (be it for
-screens or printers) are not squared. Often, the output device, be it a
-screen or printer exhibits varying resolutions in the horizontal and vertical
-directions, and this must be taken care of when rendering text.
-<p>It is thus common to define a device's characteristics through two numbers
-expressed in <b>dpi</b> (dots per inch). For example, a printer with a
-resolution of 300x600 dpi has 300 pixels per inch in the horizontal direction,
-and 600 in the vertical one. The resolution of a typical computer monitor
-varies with its size (a 15" and 17" monitors don't have the same pixel
-sizes at 640x480), and of course the graphics mode resolution.
-<p>As a consequence, the size of text is usually given in <b>points</b>,
-rather than device-specific pixels. Points are a simple <i>physical</i>
-unit, where 1 point = 1/72th of an inch, in digital typography. As an example,
-most roman books are printed with a body text which size is chosen between
-10 and 14 points.
-<p>It is thus possible to compute the size of text in pixels from the size
-in points through the following computation :
-<center>
-<p><tt>pixel_size = point_size * resolution / 72</tt></center>
-
-<p>Where resolution is expressed in dpi. Note that because the horizontal
-and vertical resolutions may differ, a single point size usually defines
-different text width and height in pixels.
-<br>
-<p><b>IMPORTANT NOTE:</b>
-<br><i>Unlike what is often thought, the "size of text in pixels" is not
-directly related to the real dimensions of characters when they're displayed
-or printed. The relationship between these two concepts is a bit more complex
-and relate to some design choice made by the font designer. This is described
-in more details the next sub-section (see the explanations on the EM square).</i></blockquote>
-
-<h3>
-2. Vectorial representation :</h3>
-
-<blockquote>The source format of outlines is a collection of closed paths
-called <b>contours</b>. Each contour delimits an outer or inner <i>region</i>
-of the glyph, and can be made of either <b>line segments</b> or <b>bezier
-arcs</b>.
-<p>The arcs are defined through <b>control points</b>, and can be either
-second-order (these are "conic beziers") or third-order ("cubic" beziers)
-polynomials, depending on the font format. Hence, each point of the outline
-has an associated <b>flag</b> indicating its type (normal or control point).
-And scaling the points will scale the whole outline.
-<p>Each glyph's original outline points are located on a grid of indivisible
-units. The points are usually stored in a font file as 16-bit integer grid
-coordinates, with the grid origin's being at (0,0); they thus range from
--16384 to 16383. (even though point coordinates can be floats in other
-formats such as Type 1, we'll restrict our analysis to integer ones, driven
-by the need for simplicity..).
-<p><b>IMPORTANT NOTE:</b>
-<br><i>The grid is always oriented like the traditional mathematical 2D
-plane, i.e. the X axis from the left to the right, and the Y axis from
-bottom to top.</i>
-<p>In creating the glyph outlines, a type designer uses an imaginary square
-called the "EM square". Typically, the EM square can be thought of as a
-tablet on which the character are drawn. The square's size, i.e., the number
-of grid units on its sides, is very important for two reasons:
-<br>
-<blockquote>
-<li>
-it is the reference used to scale the outlines to a given text dimension.
-For example, a size of 12pt at 300x300 dpi corresponds to 12*300/72 = 50
-pixels. This is the size the EM square would appear on the output device
-if it was rendered directly. In other words, scaling from grid units to
-pixels uses the formula:</li>
-</blockquote>
-
-<center><tt>pixel_size = point_size * resolution / 72</tt>
-<br><tt>pixel_coordinate = grid_coordinate * pixel_size / EM_size</tt></center>
-
-<blockquote>
-<li>
-the greater the EM size is, the larger resolution the designer can use
-when digitizing outlines. For example, in the extreme example of an EM
-size of 4 units, there are only 25 point positions available within the
-EM square which is clearly not enough. Typical TrueType fonts use an EM
-size of 2048 units (note: with Type 1 PostScript fonts, the EM size is
-fixed to 1000 grid units. However, point coordinates can be expressed in
-floating values).</li>
-</blockquote>
-Note that glyphs can freely extend beyond the EM square if the font designer
-wants so. The EM is used as a convenience, and is a valuable convenience
-from traditional typography.
-<center>
-<p><b>Note : Grid units are very often called "font units" or "EM units".</b></center>
-
-<p><b>NOTE:</b>
-<br><i>As said before, the pixel_size computed in the above formula
-does not relate directly to the size of characters on the screen. It simply
-is the size of the EM square if it was to be displayed directly. Each font
-designer is free to place its glyphs as it pleases him within the square.
-This explains why the letters of the following text have not the same height,
-even though they're displayed at the same point size with distinct fonts
-:</i>
-<center>
-<p><img SRC="body_comparison.gif" height=40 width=580></center>
-
-<p>As one can see, the glyphs of the Courier family are smaller than those
-of Times New Roman, which themselves are slightly smaller than those of
-Arial, even though everything is displayed or printed at a size of
-16 points. This only reflect design choices.
-<br> </blockquote>
-
-<h3>
-3. Hinting and Bitmap rendering</h3>
-
-<blockquote>The outline as stored in a font file is called the "master"
-outline, as its points coordinates are expressed in font units. Before
-it can be converted into a bitmap, it must be scaled to a given size/resolution.
-This is done through a very simple transform, but always creates undesirable
-artifacts, e.g. stems of different widths or heights in letters like "E"
-or "H".
-<p>As a consequence, proper glyph rendering needs the scaled points to
-be aligned along the target device pixel grid, through an operation called
-"grid-fitting", and often "hinting". One of its main purpose is to ensure
-that important widths and heights are respected throughout the whole font
-(for example, it is very often desirable that the "I" and the "T" have
-their central vertical line of the same pixel width), as well as manage
-features like stems and overshoots, which can cause problems at small pixel
-sizes.
-<p>There are several ways to perform grid-fitting properly, for example
-most scalable formats associate some control data or programs with each
-glyph outline. Here is an overview :
-<br>
-<blockquote>
-<blockquote><b>explicit grid-fitting :</b>
-<blockquote>The TrueType format defines a stack-based virtual machine,
-for which programs can be written with the help of more than 200 opcodes
-(most of these relating to geometrical operations). Each glyph is thus
-made of both an outline and a control program, its purpose being to perform
-the actual grid-fitting in the way defined by the font designer.</blockquote>
-
-<p><br><b>implicit grid-fitting (also called hinting) :</b>
-<blockquote>The Type 1 format takes a much simpler approach : each glyph
-is made of an outline as well as several pieces called "hints" which are
-used to describe some important features of the glyph, like the presence
-of stems, some width regularities, and the like. There aren't a lot of
-hint types, and it's up to the final renderer to interpret the hints in
-order to produce a fitted outline.</blockquote>
-
-<p><br><b>automatic grid-fitting :</b>
-<blockquote>Some formats simply include no control information with each
-glyph outline, apart metrics like the advance width and height. It's then
-up to the renderer to "guess" the more interesting features of the outline
-in order to perform some decent grid-fitting.</blockquote>
-</blockquote>
-</blockquote>
-
-<center>
-<p><br>The following table summarises the pros and cons of each scheme
-:</center>
-</blockquote>
-
-<center><table BORDER=0 WIDTH="80%" BGCOLOR="#CCCCCC" >
-<tr BGCOLOR="#999999">
-<td>
-<blockquote>
-<center><b><font color="#000000">Grid-fitting scheme</font></b></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Pros</font></b></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Cons</font></b></center>
-</blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote>
-<center><b><font color="#000000">Explicit</font></b></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Quality</font></b>
-<br><font color="#000000">excellence at small sizes is possible. This is
-very important for screen display.</font>
-<p><b><font color="#000000">Consistency</font></b>
-<br><font color="#000000">all renderers produce the same glyph bitmaps.</font></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Speed</font></b>
-<br><font color="#000000">intepreting bytecode can be slow if the glyph
-programs are complex.</font>
-<p><b><font color="#000000">Size</font></b>
-<br><font color="#000000">glyph programs can be long</font>
-<p><b><font color="#000000">Technicity</font></b>
-<br><font color="#000000">it is extremely difficult to write good hinting
-programs. Very few tools available.</font></center>
-</blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote>
-<center><b><font color="#000000">Implicit</font></b></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Size</font></b>
-<br><font color="#000000">hints are usually much smaller than explicit
-glyph programs.</font>
-<p><b><font color="#000000">Speed</font></b>
-<br><font color="#000000">grid-fitting is usually a fast process</font></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Quality</font></b>
-<br><font color="#000000">often questionable at small sizes. Better with
-anti-aliasing though.</font>
-<p><b><font color="#000000">Inconsistency</font></b>
-<br><font color="#000000">results can vary between different renderers,
-or even distinct versions of the same engine.</font></center>
-</blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote>
-<center><b><font color="#000000">Automatic</font></b></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Size</font></b>
-<br><font color="#000000">no need for control information, resulting in
-smaller font files.</font>
-<p><b><font color="#000000">Speed</font></b>
-<br><font color="#000000">depends on the grid-fitting algo.Usually faster
-than explicit grid-fitting.</font></center>
-</blockquote>
-</td>
-
-<td>
-<blockquote>
-<center><b><font color="#000000">Quality</font></b>
-<br><font color="#000000">often questionable at small sizes. Better with
-anti-aliasing though</font>
-<p><b><font color="#000000">Speed</font></b>
-<br><font color="#000000">depends on the grid-fitting algo.</font>
-<p><b><font color="#000000">Inconsistency</font></b>
-<br><font color="#000000">results can vary between different renderers,
-or even distinct versions of the same engine.</font></center>
-</blockquote>
-</td>
-</tr>
-</table></center>
-</blockquote>
-
-<hr WIDTH="100%">
-<h2>
-III. Glyph metrics</h2>
-
-<blockquote>
-<h3>
-1. Baseline, Pens and Layouts</h3>
-The baseline is an imaginary line that is used to "guide" glyphs when rendering
-text. It can be horizontal (e.g. Roman, Cyrillic, Arabic, etc.) or vertical
-(e.g. Chinese, Japanese, Korean, etc). Moreover, to render text, a virtual
-point, located on the baseline, called the "pen position" or "origin",
-is used to locate glyphs.
-<p>Each layout uses a different convention for glyph placement:
-<br>
-<blockquote>
-<li>
-with horizontal layout, glyphs simply "rest" on the baseline. Text is rendered
-by incrementing the pen position, either to the right or to the left.</li>
-</blockquote>
-</blockquote>
-
-<ul>
-<ul>the distance between two successive pen positions is glyph-specific
-and is called the "advance width". Note that its value is _always_ positive,
-even for right-to-left oriented alphabets, like Arabic. This introduces
-some differences in the way text is rendered.
-<p>IMPORTANT NOTE: The pen position is always placed on the baseline.</ul>
-
-<center><img SRC="Image1.gif" height=179 width=458></center>
-
-<ul>
-<li>
-with a vertical layout, glyphs are centered around the baseline:</li>
-</ul>
-
-<center><img SRC="Image2.gif" height=275 width=162></center>
-
-<p><br>
-<h3>
-2. Typographic metrics and bounding boxes</h3>
-
-<ul>A various number of face metrics are defined for all glyphs in a given
-font.
-<p><b>the ascent</b>
-<ul>this is the distance from the baseline to the highest/upper grid coordinate
-used to place an outline point. It is a positive value, due to the grid's
-orientation with the Y axis upwards.</ul>
-
-<p><br><b>the descent</b>
-<ul>the distance from the baseline to the lowest grid coordinate used to
-place an outline point. This is a negative value, due to the grid's orientation.</ul>
-
-<p><br><b>the linegap</b>
-<ul>the distance that must be placed between two lines of text. The baseline-to-baseline
-distance should be computed as:
-<center>
-<p><tt>ascent - descent + linegap</tt></center>
-if you use the typographic values.</ul>
-Other, simpler metrics are:
-<p><b>the glyph's bounding box</b>, also called "<b>bbox</b>"
-<ul>this is an imaginary box that encloses all glyphs from the font, as
-tightly as possible. It is represented by four fields, namely <tt>xMin</tt>,
-<tt>yMin</tt>,
-<tt>xMax</tt>,
-and <tt>yMax</tt>, that can be computed for any outline. Their values can
-be in font units (if measured in the original outline) or in fractional/integer
-pixel units (when measured on scaled outlines).
-<p>Note that if it wasn't for grid-fitting, you wouldn't need to know a
-box's complete values, but only its dimensions to know how big is a glyph
-outline/bitmap. However, correct rendering of hinted glyphs needs the preservation
-of important grid alignment on each glyph translation/placement on the
-baseline.</ul>
-<b>the internal leading</b>
-<ul>this concept comes directly from the world of traditional typography.
-It represents the amount of space within the "leading" which is reserved
-for glyph features that lay outside of the EM square (like accentuation).
-It usually can be computed as:
-<center>
-<p><tt>internal leading = ascent - descent - EM_size</tt></center>
-</ul>
-<b>the external leading</b>
-<ul>this is another name for the line gap.</ul>
-</ul>
-
-<h3>
-3. Bearings and Advances</h3>
-
-<ul>Each glyph has also distances called "bearings" and "advances". Their
-definition is constant, but their values depend on the layout, as the same
-glyph can be used to render text either horizontally or vertically:
-<p><b>the left side bearing: a.k.a. bearingX</b>
-<ul>this is the horizontal distance from the current pen position to the
-glyph's left bbox edge. It is positive for horizontal layouts, and most
-generally negative for vertical one.</ul>
-
-<p><br><b>the top side bearing: a.k.a. bearingY</b>
-<ul>this is the vertical distance from the baseline to the top of the glyph's
-bbox. It is usually positive for horizontal layouts, and negative for vertical
-ones</ul>
-
-<p><br><b>the advance width: a.k.a. advanceX</b>
-<ul>is the horizontal distance the pen position must be incremented (for
-left-to-right writing) or decremented (for right-to-left writing) by after
-each glyph is rendered when processing text. It is always positive for
-horizontal layouts, and null for vertical ones.</ul>
-
-<p><br><b>the advance height: a.k.a. advanceY</b>
-<ul>is the vertical distance the pen position must be decremented by after
-each glyph is rendered. It is always null for horizontal layouts, and positive
-for vertical layouts.</ul>
-
-<p><br><b>the glyph width</b>
-<ul>this is simply the glyph's horizontal extent. More simply it is (bbox.xMax-bbox.xMin)
-for unscaled font coordinates. For scaled glyphs, its computation requests
-specific care, described in the grid-fitting chapter below.</ul>
-
-<p><br><b>the glyph height</b>
-<ul>this is simply the glyph's vertical extent. More simply, it is (bbox.yMax-bbox.yMin)
-for unscaled font coordinates. For scaled glyphs, its computation requests
-specific care, described in the grid-fitting chapter below.</ul>
-
-<p><br><b>the right side bearing</b>
-<ul>is only used for horizontal layouts to describe the distance from the
-bbox's right edge to the advance width. It is in most cases a non-negative
-number.</ul>
-
-<center><tt>advance_width - left_side_bearing - (xMax-xMin)</tt></center>
-
-<p>Here is a picture giving all the details for horizontal metrics :
-<center>
-<p><img SRC="Image3.gif" height=253 width=388></center>
-
-<p>And here is another one for the vertical metrics :
-<center>
-<p><img SRC="Image4.gif" height=278 width=294></center>
-</ul>
-
-<h3>
-4. The effects of grid-fitting</h3>
-
-<ul>Because hinting aligns the glyph's control points to the pixel grid,
-this process slightly modifies the dimensions of character images in ways
-that differ from simple scaling.
-<p>For example, the image of the lowercase "m" letter sometimes fits a
-square in the master grid. However, to make it readable at small pixel
-sizes, hinting tends to enlarge its scaled outline in order to keep its
-three legs distinctly visible, resulting in a larger character bitmap.
-<p>The glyph metrics are also influenced by the grid-fitting process. Mainly
-because :
-<br>
-<ul>
-<li>
-The image's width and height are altered. Even if this is only by one pixel,
-it can make a big difference at small pixel sizes</li>
-
-<li>
-The image's bounding box is modified, thus modifying the bearings</li>
-
-<li>
-The advances must be updated. For example, the advance width must be incremented
-when the hinted bitmap is larger than the scaled one, to reflect the augmented
-glyph width.</li>
-</ul>
-
-<p><br>Note also that :
-<br>
-<ul>
-<li>
-Because of hinting, simply scaling the font ascent or descent might not
-give correct results. A simple solution consists in keeping the ceiling
-of the scaled ascent, and floor of the scaled descent.</li>
-</ul>
-
-<ul>
-<li>
-There is no easy way to get the hinted glyph and advance widths of a range
-of glyphs, as hinting works differently on each outline. The only solution
-is to hint each glyph separately and record the returned values. Some formats,
-like TrueType, even include a table of pre-computed values for a small
-set of common character pixel sizes.</li>
-</ul>
-
-<ul>
-<li>
-Hinting depends on the final character width and height in pixels, which
-means that it is highly resolution-dependent. This property makes correct
-WYSIWYG layouts difficult to implement.</li>
-</ul>
-
-<p><br><b>IMPORTANT NOTE:</b>
-<br>Performing 2D transforms on glyph outlines is very easy with FreeType.
-However, when using translation on a hinted outlines, one should aways
-take care of <b>exclusively using integer pixel distances</b> (which
-means that the parameters to the FT_Translate_Outline API should all be
-multiples of 64, as the point coordinates are in 26.6 fixed float format).
-<p><b>Otherwise</b>, the translation will simply <b>ruin the hinter's work</b>,
-resulting in a very low quality bitmaps.
-<br>
-<br> </ul>
-
-<h3>
- 5. Text widths and bounding box :</h3>
-
-<ul>As seen before, the "origin" of a given glyph corresponds to the position
-of the pen on the baseline. It is not necessarily located on one of the
-glyph's bounding box corners, unlike many typical bitmapped font formats.
-In some cases, the origin can be out of the bounding box, in others, it
-can be within it, depending on the shape of the given glyph.
-<p>Likewise, the glyph's "advance width" is the increment to apply to the
-pen position during layout, and is not related to the glyph's "width",
-which really is the glyph's bounding width.
-<br>
-<p>The same conventions apply to strings of text. This means that :
-<br>
-<ul>
-<ul>
-<li>
-The bounding box of a given string of text doesn't necessarily contain
-the text cursor, nor is the latter located on one of its corners.</li>
-</ul>
-
-<ul>
-<li>
-The string's advance width isn't related to its bounding box's dimensions.
-Especially if it contains beginning and terminal spaces or tabs.</li>
-</ul>
-
-<ul>
-<li>
-Finally, additional processing like kerning creates strings of text whose
-dimensions are not directly related to the simple juxtaposition of individual
-glyph metrics. For example, the advance width of "VA" isn't the sum of
-the advances of "V" and "A" taken separately.</li>
-</ul>
-</ul>
-</ul>
-</ul>
-
-<hr WIDTH="100%">
-<h2>
- IV. Kerning</h2>
-
-<blockquote>The term 'kerning' refers to specific information used to adjust
-the relative positions of coincident glyphs in a string of text. This section
-describes several types of kerning information, as well as the way to process
-them when performing text layout.
-<br>
-<h3>
-1. Kerning pairs</h3>
-
-<blockquote>Kerning consists in modifying the spacing between two successive
-glyphs according to their outlines. For example, a "T" and a "y" can be
-easily moved closer, as the top of the "y" fits nicely under the "T"'s
-upper right bar.
-<p>When laying out text with only their standard widths, some consecutive
-glyphs sometimes seem a bit too close or too distant. For example, the
-space between the 'A' and the 'V' in the following word seems a little
-wider than needed.
-<center>
-<p><img SRC="bravo_unkerned.gif" height=37 width=116></center>
-
-<p>Compare this to the same word, when the distance between these two letters
-has been slightly reduced :
-<center>
-<p><img SRC="bravo_kerned.gif" height=37 width=107></center>
-
-<p>As you can see, this adjustment can make a great difference. Some font
-faces thus include a table containing kerning distances for a set of given
-glyph pairs, used during text layout. Note that :
-<br>
-<blockquote>
-<ul>
-<li>
-The pairs are ordered, i.e. the space for pair (A,V) isn't necessarily
-the space for pair (V,A). They also index glyphs, and not characters.</li>
-</ul>
-
-<ul>
-<li>
-Kerning distances can be expressed in horizontal or vertical directions,
-depending on layout and/or script. For example, some horizontal layouts
-like arabic can make use of vertical kerning adjustments between successive
-glyphs. A vertical script can have vertical kerning distances.</li>
-</ul>
-
-<ul>
-<li>
-Kerning distances are expressed in grid units. They are usually oriented
-in the X axis, which means that a negative value indicates that two glyphs
-must be set closer in a horizontal layout.</li>
-</ul>
-</blockquote>
-</blockquote>
-
-<h3>
-2. Applying kerning</h3>
-
-<blockquote>Applying kerning when rendering text is a rather easy process.
-It merely consists in adding the scaled kern distance to the pen position
-before writing each next glyph. However, the typographically correct renderer
-must take a few more details in consideration.
-<p>The "sliding dot" problem is a good example : many font faces include
-a kerning distance between capital letters like "T" or "F" and a following
-dot ("."), in order to slide the latter glyph just right to their main
-leg. I.e.
-<center>
-<p><img SRC="twlewis1.gif" height=38 width=314></center>
-
-<p>However, this sometimes requires additional adjustments between the
-dot and the letter following it, depending on the shapes of the enclosing
-letters. When applying "standard" kerning adjustments, the previous sentence
-would become :
-<center>
-<p><img SRC="twlewis2.gif" height=36 width=115></center>
-
-<p>Which clearly is too contracted. The solution here, as exhibited in
-the first example is to only slide the dots when possible. Of course, this
-requires a certain knowledge of the text's meaning. The above adjustments
-would not necessarily be welcomed if we were rendering the final dot of
-a given paragraph.
-<p>This is only one example, and there are many others showing that a real
-typographer is needed to layout text properly. If not available, some kind
-of user interaction or tagging of the text could be used to specify some
-adjustments, but in all cases, this requires some support in applications
-and text libraries.
-<p>For more mundane and common uses, however, we can have a very simple
-algorithm, which avoids the sliding dot problem, and others, though
-not producing optimal results. It can be seen as :
-<br>
-<blockquote>
-<ol>
-<li>
-place the first glyph on the baseline</li>
-
-<li>
-save the location of the pen position/origin in pen1</li>
-
-<li>
-adjust the pen position with the kerning distance between the first and
-second glyph</li>
-
-<li>
-place the second glyph and compute the next pen position/origin in pen2.</li>
-
-<li>
-use pen1 as the next pen position if it is beyond pen2, use pen2 otherwise.</li>
-</ol>
-</blockquote>
-</blockquote>
-</blockquote>
-
-<h2>
-
-<hr WIDTH="100%"></h2>
-
-<h2>
-V. Text processing</h2>
-
-<blockquote>This section demonstrates how to use the concepts previously
-defined to render text, whatever the layout you use.
-<br>
-<h3>
-1. Writing simple text strings :</h3>
-
-<blockquote>In this first example, we'll generate a simple string of Roman
-text, i.e. with a horizontal left-to-right layout. Using exclusively pixel
-metrics, the process looks like :
-<blockquote><tt>1) convert the character string into a series of glyph
-indexes.</tt>
-<br><tt>2) place the pen to the cursor position.</tt>
-<br><tt>3) get or load the glyph image.</tt>
-<br><tt>4) translate the glyph so that its 'origin' matches the pen position</tt>
-<br><tt>5) render the glyph to the target device</tt>
-<br><tt>6) increment the pen position by the glyph's advance width in pixels</tt>
-<br><tt>7) start over at step 3 for each of the remaining glyphs</tt>
-<br><tt>8) when all glyphs are done, set the text cursor to the new pen
-position</tt></blockquote>
-Note that kerning isn't part of this algorithm.</blockquote>
-
-<h3>
-2. Sub-pixel positioning :</h3>
-
-<blockquote>It is somewhat useful to use sub-pixel positioning when rendering
-text. This is crucial, for example, to provide semi-WYSIWYG text layouts.
-Text rendering is very similar to the algorithm described in sub-section
-1, with the following few differences :
-<ul>
-<li>
-The pen position is expressed in fractional pixels.</li>
-
-<li>
-Because translating a hinted outline by a non-integer distance will ruin
-its grid-fitting, the position of the glyph origin must be rounded before
-rendering the character image.</li>
-
-<li>
-The advance width is expressed in fractional pixels, and isn't necessarily
-an integer.</li>
-</ul>
-
-<p><br>Which finally looks like :
-<blockquote><tt>1. convert the character string into a series of glyph
-indexes.</tt>
-<br><tt>2. place the pen to the cursor position. This can be a non-integer
-point.</tt>
-<br><tt>3. get or load the glyph image.</tt>
-<br><tt>4. translate the glyph so that its 'origin' matches the rounded
-pen position.</tt>
-<br><tt>5. render the glyph to the target device</tt>
-<br><tt>6. increment the pen position by the glyph's advance width in fractional
-pixels.</tt>
-<br><tt>7. start over at step 3 for each of the remaining glyphs</tt>
-<br><tt>8. when all glyphs are done, set the text cursor to the new pen
-position</tt></blockquote>
-Note that with fractional pixel positioning, the space between two given
-letters isn't fixed, but determined by the accumulation of previous rounding
-errors in glyph positioning.</blockquote>
-
-<h3>
-3. Simple kerning :</h3>
-
-<blockquote>Adding kerning to the basic text rendering algorithm is easy
-: when a kerning pair is found, simply add the scaled kerning distance
-to the pen position before step 4. Of course, the distance should be rounded
-in the case of algorithm 1, though it doesn't need to for algorithm 2.
-This gives us :
-<p>Algorithm 1 with kerning:
-<blockquote><tt>3) get or load the glyph image.</tt>
-<br><tt>4) Add the rounded scaled kerning distance, if any, to the pen
-position</tt>
-<br><tt>5) translate the glyph so that its 'origin' matches the pen position</tt>
-<br><tt>6) render the glyph to the target device</tt>
-<br><tt>7) increment the pen position by the glyph's advance width in pixels</tt>
-<br><tt>8) start over at step 3 for each of the remaining glyphs</tt></blockquote>
-
-<p><br>Algorithm 2 with kerning:
-<blockquote><tt>3) get or load the glyph image.</tt>
-<br><tt>4) Add the scaled unrounded kerning distance, if any, to the pen
-position.</tt>
-<br><tt>5) translate the glyph so that its 'origin' matches the rounded
-pen position.</tt>
-<br><tt>6) render the glyph to the target device</tt>
-<br><tt>7) increment the pen position by the glyph's advance width in fractional
-pixels.</tt>
-<br><tt>8) start over at step 3 for each of the remaining glyphs</tt></blockquote>
-Of course, the algorithm described in section IV can also be applied to
-prevent the sliding dot problem if one wants to..</blockquote>
-
-<h3>
-4. Right-To-Left Layout :</h3>
-
-<blockquote>The process of laying out arabic or hebrew text is extremely
-similar. The only difference is that the pen position must be decremented
-before the glyph rendering (remember : the advance width is always positive,
-even for arabic glyphs). Thus, algorithm 1 becomes :
-<p>Right-to-left Algorithm 1:
-<blockquote><tt>3) get or load the glyph image.</tt>
-<br><tt>4) Decrement the pen position by the glyph's advance width in pixels</tt>
-<br><tt>5) translate the glyph so that its 'origin' matches the pen position</tt>
-<br><tt>6) render the glyph to the target device</tt>
-<br><tt>7) start over at step 3 for each of the remaining glyphs</tt></blockquote>
-
-<p><br>The changes to Algorithm 2, as well as the inclusion of kerning
-are left as an exercise to the reader.
-<br>
-<br> </blockquote>
-
-<h3>
-5. Vertical layouts :</h3>
-
-<blockquote>Laying out vertical text uses exactly the same processes, with
-the following significant differences :
-<br>
-<blockquote>
-<li>
-The baseline is vertical, and the vertical metrics must be used instead
-of the horizontal one.</li>
-
-<li>
-The left bearing is usually negative, but this doesn't change the fact
-that the glyph origin must be located on the baseline.</li>
-
-<li>
-The advance height is always positive, so the pen position must be decremented
-if one wants to write top to bottom (assuming the Y axis is oriented upwards).</li>
-</blockquote>
-Through the following algorithm :
-<blockquote><tt>1) convert the character string into a series of glyph
-indexes.</tt>
-<br><tt>2) place the pen to the cursor position.</tt>
-<br><tt>3) get or load the glyph image.</tt>
-<br><tt>4) translate the glyph so that its 'origin' matches the pen position</tt>
-<br><tt>5) render the glyph to the target device</tt>
-<br><tt>6) decrement the vertical pen position by the glyph's advance height
-in pixels</tt>
-<br><tt>7) start over at step 3 for each of the remaining glyphs</tt>
-<br><tt>8) when all glyphs are done, set the text cursor to the new pen
-position</tt></blockquote>
-</blockquote>
-
-<h3>
-6. WYSIWYG text layouts :</h3>
-
-<blockquote>As you probably know, the acronym WYSIWYG stands for '<i>What
-You See Is What You Get</i>'. Basically, this means that the output of
-a document on the screen should match "perfectly" its printed version.
-A <b><i>true</i></b> wysiwyg system requires two things :
-<p><b>device-independent text layout</b>
-<blockquote>Which means that the document's formatting is the same on the
-screen than on any printed output, including line breaks, justification,
-ligatures, fonts, position of inline images, etc..</blockquote>
-
-<p><br><b>matching display and print character sizes</b>
-<blockquote>Which means that the displayed size of a given character should
-match its dimensions when printed. For example, a text string which is
-exactly 1 inch tall when printed should also appear 1 inch tall on the
-screen (when using a scale of 100%).</blockquote>
-
-<p><br>It is clear that matching sizes cannot be possible if the computer
-has no knowledge of the physical resolutions of the display device(s) it
-is using. And of course, this is the most common case ! That's not too
-unfortunate, however because most users really don't care about this
-feature. Legibility is much more important.
-<p>When the Mac appeared, Apple decided to choose a resolution of 72 dpi
-to describe the Macintosh screen to the font sub-system (whatever the monitor
-used). This choice was most probably driven by the fact that, at this resolution,
-1 point = 1 pixel. However; it neglected one crucial fact : as most users
-tend to choose a document character size between 10 and 14 points, the
-resultant displayed text was rather small and not too legible without scaling.
-Microsoft engineers took notice of this problem and chose a resolution
-of 96 dpi on Windows, which resulted in slightly larger, and more legible,
-displayed characters (for the same printed text size).
-<p>These distinct resolutions explain some differences when displaying
-text at the same character size on a Mac and a Windows machine. Moreover,
-it is not unusual to find some TrueType fonts with enhanced hinting (tech
-note: through delta-hinting) for the sizes of 10, 12, 14 and 16 points
-at 96 dpi.
-<br>
-<p>As for device-independent text, it is a notion that is, unfortunately,
-often abused. For example, many word processors, including MS Word, do
-not really use device-independent glyph positioning algorithms when laying
-out text. Rather, they use the target printer's resolution to compute <i>hinted</i>
-glyph metrics for the layout. Though it guarantees that the printed version
-is always the "nicest" it can be, especially for very low resolution printers
-(like dot-matrix), it has a very sad effect : changing the printer can
-have dramatic effects on the <i>whole</i> document layout, especially if
-it makes strong use of justification, uses few page breaks, etc..
-<p>Because the glyph metrics vary slightly when the resolution changes
-(due to hinting), line breaks can change enormously, when these differences
-accumulate over long runs of text. Try for example printing a very long
-document (with no page breaks) on a 300 dpi ink-jet printer, then the same
-one on a 3000 dpi laser printer : you'll be extremely lucky if your final
-page count didn't change between the prints ! Of course, we can still call
-this WYSIWYG, as long as the printer resolution is fixed !!
-<p>Some applications, like Adobe Acrobat, which targeted device-independent
-placement from the start, do not suffer from this problem. There are two
-ways to achieve this : either use the scaled and unhinted glyph metrics
-when laying out text both in the rendering and printing processes, or simply
-use wathever metrics you want and store them with the text in order to
-get sure they're printed the same on all devices (the latter being probably
-the best solution, as it also enables font substitution without breaking
-text layouts).
-<p>Just like matching sizes, device-independent placement isn't necessarily
-a feature that most users want. However, it is pretty clear that for any
-kind of professional document processing work, it <b><i>is</i></b> a requirement.</blockquote>
-</blockquote>
-
-<h2>
-
-<hr WIDTH="100%"></h2>
-
-<h2>
-VI. FreeType outlines :</h2>
-
-<blockquote>The purpose of this section is to present the way FreeType
-manages vectorial outlines, as well as the most common operations that
-can be applied on them.
-<br>
-<h3>
-1. FreeType outline description and structure :</h3>
-
-<blockquote>
-<h4>
-a. Outline curve decomposition :</h4>
-
-<blockquote>An outline is described as a series of closed contours in the
-2D plane. Each contour is made of a series of line segments and bezier
-arcs. Depending on the file format, these can be second-order or third-order
-polynomials. The former are also called quadratic or conic arcs, and they
-come from the TrueType format. The latter are called cubic arcs and mostly
-come from the Type1 format.
-<p>Each arc is described through a series of start, end and control points.
-Each point of the outline has a specific tag which indicates wether it
-is used to describe a line segment or an arc. The tags can take the following
-values :
-<br>
-<br> </blockquote>
-
-<center><table CELLSPACING=5 CELLPADDING=5 WIDTH="60%" >
-<tr VALIGN=TOP>
-<td>
-<blockquote><b>FT_Curve_Tag_On </b></blockquote>
-</td>
-
-<td VALIGN=TOP>
-<blockquote>Used when the point is "on" the curve. This corresponds to
-start and end points of segments and arcs. The other tags specify what
-is called an "off" point, i.e. one which isn't located on the contour itself,
-but serves as a control point for a bezier arc.</blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote><b>FT_Curve_Tag_Conic</b></blockquote>
-</td>
-
-<td>
-<blockquote>Used for an "off" point used to control a conic bezier arc.</blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote><b>FT_Curve_Tag_Cubic</b></blockquote>
-</td>
-
-<td>
-<blockquote>Used for an "off" point used to control a cubic bezier arc.</blockquote>
-</td>
-</tr>
-</table></center>
-
-<blockquote>
-<p>The following rules are applied to decompose the contour's points into
-segments and arcs :
-<blockquote>
-<li>
-two successive "on" points indicate a line segment joining them.</li>
-</blockquote>
-</blockquote>
-
-<ul>
-<ul>
-<li>
-one conic "off" point amidst two "on" points indicates a conic bezier arc,
-the "off" point being the control point, and the "on" ones the start and
-end points.</li>
-</ul>
-</ul>
-
-<ul>
-<ul>
-<li>
-Two successive cubic "off" points amidst two "on" points indicate a cubic
-bezier arc. There must be exactly two cubic control points and two on points
-for each cubic arc (using a single cubic "off" point between two "on" points
-is forbidden, for example).</li>
-</ul>
-</ul>
-
-<ul>
-<ul>
-<li>
-finally, two successive conic "off" points forces the rasterizer to create
-(during the scan-line conversion process exclusively) a virtual "on" point
-amidst them, at their exact middle. This greatly facilitates the definition
-of successive conic bezier arcs. Moreover, it's the way outlines are described
-in the TrueType specification.</li>
-</ul>
-
-<p><br>Note that it is possible to mix conic and cubic arcs in a single
-contour, even though no current font driver produces such outlines.
-<br> </ul>
-
-<center><table>
-<tr>
-<td>
-<blockquote><img SRC="points_segment.gif" height=166 width=221></blockquote>
-</td>
-
-<td>
-<blockquote><img SRC="points_conic.gif" height=183 width=236></blockquote>
-</td>
-</tr>
-
-<tr>
-<td>
-<blockquote><img SRC="points_cubic.gif" height=162 width=214></blockquote>
-</td>
-
-<td>
-<blockquote><img SRC="points_conic2.gif" height=204 width=225></blockquote>
-</td>
-</tr>
-</table></center>
-
-<h4>
-b. Outline descriptor :</h4>
-
-<blockquote>A FreeType outline is described through a simple structure,
-called <tt>FT_Outline</tt>, which fields are :
-<br>
-<br>
-<center><table CELLSPACING=3 CELLPADDING=3 BGCOLOR="#CCCCCC" >
-<tr>
-<td><b><tt>n_points</tt></b></td>
-
-<td>the number of points in the outline</td>
-</tr>
-
-<tr>
-<td><b><tt>n_contours</tt></b></td>
-
-<td>the number of contours in the outline</td>
-</tr>
-
-<tr>
-<td><b><tt>points</tt></b></td>
-
-<td>array of point coordinates</td>
-</tr>
-
-<tr>
-<td><b><tt>contours</tt></b></td>
-
-<td>array of contour end indices</td>
-</tr>
-
-<tr>
-<td><b><tt>flags</tt></b></td>
-
-<td>array of point flags</td>
-</tr>
-</table></center>
-
-<p>Here, <b><tt>points</tt></b> is a pointer to an array of <tt>FT_Vector</tt>
-records, used to store the vectorial coordinates of each outline point.
-These are expressed in 1/64th of a pixel, which is also known as the <i>26.6
-fixed float format</i>.
-<p><b><tt>contours</tt></b> is an array of point indices used to delimit
-contours in the outline. For example, the first contour always starts at
-point 0, and ends a point <b><tt>contours[0]</tt></b>. The second contour
-starts at point "<b><tt>contours[0]+1</tt></b>" and ends at <b><tt>contours[1]</tt></b>,
-etc..
-<p>Note that each contour is closed, and that <b><tt>n_points</tt></b>
-should be equal to "<b><tt>contours[n_contours-1]+1</tt></b>" for a valid
-outline.
-<p>Finally, <b><tt>flags</tt></b> is an array of bytes, used to store each
-outline point's tag.
-<br>
-<br> </blockquote>
-</blockquote>
-
-<h3>
-2. Bounding and control box computations :</h3>
-
-<blockquote>A <b>bounding box</b> (also called "<b>bbox</b>") is simply
-the smallest possible rectangle that encloses the shape of a given outline.
-Because of the way arcs are defined, bezier control points are not necessarily
-contained within an outline's bounding box.
-<p>This situation happens when one bezier arc is, for example, the upper
-edge of an outline and an off point happens to be above the bbox. However,
-it is very rare in the case of character outlines because most font designers
-and creation tools always place on points at the extrema of each curved
-edges, as it makes hinting much easier.
-<p>We thus define the <b>control box</b> (a.k.a. the "<b>cbox</b>") as
-the smallest possible rectangle that encloses all points of a given outline
-(including its off points). Clearly, it always includes the bbox, and equates
-it in most cases.
-<p>Unlike the bbox, the cbox is also much faster to compute.
-<br>
-<center><table>
-<tr>
-<td><img SRC="bbox1.gif" height=264 width=228></td>
-
-<td><img SRC="bbox2.gif" height=229 width=217></td>
-</tr>
-</table></center>
-
-<p>Control and bounding boxes can be computed automatically through the
-functions <b><tt>FT_Get_Outline_CBox</tt></b> and <b><tt>FT_Get_Outline_BBox</tt></b>.
-The former function is always very fast, while the latter <i>may</i> be
-slow in the case of "outside" control points (as it needs to find the extreme
-of conic and cubic arcs for "perfect" computations). If this isn't the
-case, it's as fast as computing the control box.
-<p>Note also that even though most glyph outlines have equal cbox and bbox
-to ease hinting, this is not necessary the case anymore when a
-<br>transform like rotation is applied to them.
-<br> </blockquote>
-
-<h3>
- 3. Coordinates, scaling and grid-fitting :</h3>
-
-<blockquote>An outline point's vectorial coordinates are expressed in the
-26.6 format, i.e. in 1/64th of a pixel, hence coordinates (1.0, -2.5) is
-stored as the integer pair ( x:64, y: -192 ).
-<p>After a master glyph outline is scaled from the EM grid to the current
-character dimensions, the hinter or grid-fitter is in charge of aligning
-important outline points (mainly edge delimiters) to the pixel grid. Even
-though this process is much too complex to be described in a few lines,
-its purpose is mainly to round point positions, while trying to preserve
-important properties like widths, stems, etc..
-<p>The following operations can be used to round vectorial distances in
-the 26.6 format to the grid :
-<center>
-<p><tt>round(x) == (x+32) & -64</tt>
-<br><tt>floor(x) == x &
--64</tt>
-<br><tt>ceiling(x) == (x+63) & -64</tt></center>
-
-<p>Once a glyph outline is grid-fitted or transformed, it often is interesting
-to compute the glyph image's pixel dimensions before rendering it. To do
-so, one has to consider the following :
-<p>The scan-line converter draws all the pixels whose <i>centers</i> fall
-inside the glyph shape. It can also detect "<b><i>drop-outs</i></b>", i.e.
-discontinuities coming from extremely thin shape fragments, in order to
-draw the "missing" pixels. These new pixels are always located at a distance
-less than half of a pixel but one cannot predict easily where they'll appear
-before rendering.
-<p>This leads to the following computations :
-<br>
-<ul>
-<li>
-compute the bbox</li>
-</ul>
-
-<ul>
-<li>
-grid-fit the bounding box with the following :</li>
-</ul>
-
-<ul>
-<ul><tt>xmin = floor( bbox.xMin )</tt>
-<br><tt>xmax = ceiling( bbox.xMax )</tt>
-<br><tt>ymin = floor( bbox.yMin )</tt>
-<br><tt>ymax = ceiling( bbox.yMax )</tt></ul>
-
-<li>
-return pixel dimensions, i.e. <tt>width = (xmax - xmin)/64</tt> and <tt>height
-= (ymax - ymin)/64</tt></li>
-</ul>
-
-<p><br>By grid-fitting the bounding box, one guarantees that all the pixel
-centers that are to be drawn, <b><i>including those coming from drop-out
-control</i></b>, will be <b><i>within</i></b> the adjusted box. Then the
-box's dimensions in pixels can be computed.
-<p>Note also that, when <i>translating</i> a <i>grid-fitted outline</i>,
-one should <b><i>always</i></b> use <b><i>integer distances</i></b> to
-move an outline in the 2D plane. Otherwise, glyph edges won't be aligned
-on the pixel grid anymore, and the hinter's work will be lost, producing
-<b><i>very
-low quality </i></b>bitmaps and pixmaps..</blockquote>
-</blockquote>
-
-<hr WIDTH="100%">
-<h2>
-VII. FreeType bitmaps :</h2>
-
-<blockquote>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.
-<br>
-<h3>
-1. FreeType bitmap and pixmap descriptor :</h3>
-
-<blockquote>A bitmap or pixmap is described through a single structure,
-called <tt>FT_Raster_Map</tt>. It is a simple descriptor whose fields are
-:
-<br>
-<br>
-<center><table CELLSPACING=3 CELLPADDING=5 BGCOLOR="#CCCCCC" >
-<caption><tt>FT_Raster_Map</tt></caption>
-
-<tr>
-<td><b>rows</b></td>
-
-<td>the number of rows, i.e. lines, in the bitmap</td>
-</tr>
-
-<tr>
-<td><b>width</b></td>
-
-<td>the number of horizontal pixels in the bitmap</td>
-</tr>
-
-<tr>
-<td><b>cols</b></td>
-
-<td>the number of "columns", i.e. bytes per line, in the bitmap</td>
-</tr>
-
-<tr>
-<td><b>flow</b></td>
-
-<td>the bitmap's flow, i.e. orientation of rows (see below)</td>
-</tr>
-
-<tr>
-<td><b>pix_bits</b></td>
-
-<td>the number of bits per pixels. valid values are 1, 4, 8 and 16</td>
-</tr>
-
-<tr>
-<td><b>buffer</b></td>
-
-<td>a typeless pointer to the bitmap pixel bufer</td>
-</tr>
-</table></center>
-
-<p>The bitmap's <b><tt>flow</tt></b> determines wether the rows in the
-pixel buffer are stored in ascending or descending order. Possible values
-are <b><tt>FT_Flow_Up</tt></b> (value 1) and <b><tt>FT_Flow_Down</tt></b>
-(value -1).
-<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>In the case of an '<i>up</i>' flow, the rows are stored in increasing
-vertical position, which means that the first bytes of the pixel buffer
-are part of the <i>lower</i> bitmap row. On the opposite, a '<i>down</i>'
-flow means that the first buffer bytes are part of the <i>upper</i> bitmap
-row, i.e. the last one in ascending order.
-<p>As a hint, consider that when rendering an outline into a Windows or
-X11 bitmap buffer, one should always use a down flow in the bitmap descriptor.
-<br>
-<center><table>
-<tr>
-<td><img SRC="up_flow.gif" height=298 width=291></td>
-
-<td><img SRC="down_flow.gif" height=298 width=313></td>
-</tr>
-
-<tr>
-<td></td>
-
-<td></td>
-</tr>
-</table></center>
-</blockquote>
-
-<h3>
-2. Vectorial versus pixel coordinates :</h3>
-
-<blockquote>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.gif" height=390 width=402></center>
-</blockquote>
-
-<h3>
-3. Converting outlines into bitmaps and pixmaps :</h3>
-
-<blockquote>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 calling the function
-<b><tt>FT_Get_Outline_Bitmap</tt></b>.
-These are :
-<br>
-<ul>
-<li>
-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 III).</li>
-</ul>
-
-<ul>
-<li>
-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>).</li>
-</ul>
-
-<ul>
-<li>
-When calling <b><tt>FT_Get_Outline_Bitmap</tt></b>, everything that falls
-within the bitmap window is rendered, the rest is ignored.</li>
-</ul>
-
-<p><br>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
-:
-<ul>
-<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>
-</ul>
-
-<center><img SRC="clipping.gif" height=151 width=539></center>
-
-<p><br>
-<br>
-<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>For example, the correct way of creating a <i>standalone</i> glyph bitmap
-is thus to :
-<br>
-<ul>
-<li>
-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).</li>
-</ul>
-
-<ul>
-<li>
-Create the bitmap with the computed dimensions. Don’t forget to fill the
-pixel buffer with the background color.</li>
-</ul>
-
-<ul>
-<li>
-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>.</li>
-</ul>
-
-<ul>
-<li>
-Call the function <b><tt>FT_Get_Outline_Bitmap</tt></b>.</li>
-</ul>
-
-<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>
-
-<h2>
-
-<hr WIDTH="100%"></h2>
-
-<h2>
-VII. FreeType anti-aliasing :</h2>
-<b><i>IMPORTANT NOTE :</i></b>
-<br>This section is still in progress, as the way FreeType 2 handles anti-aliased
-rendering hasn't been definitely set yet. The main reason being that a
-flexible way of doing things is needed in order to allow further improvements
-in the raster (i.e. number of gray levels > 100, etc..).
-<blockquote>
-<h3>
-1. What is anti-aliasing :</h3>
-
-<blockquote>Anti-aliasing works by using various levels of grays to reduce
-the "staircase" artefacts visible on the diagonals and curves of glyph
-bitmaps. It is a way to artificially enhance the display resolution of
-the target device. It can smooth out considerably displayed or printed
-text.</blockquote>
-
-<h3>
-2. How does it work with FreeType :</h3>
-
-<blockquote>FreeType's scan-line converter is able to produce anti-aliased
-output directly. It is however limited to 8-bit pixmaps and 5 levels of
-grays (or 17 levels, depending on a build configuration option). Here's
-how one should use it :
-<h4>
-a. Set the gray-level palette :</h4>
-
-<blockquote>The scan-line converter uses 5 levels for anti-aliased output.
-Level 0 corresponds to the text background color (e.g. white), and level
-5 to the text foreground color. Intermediate levels are used for intermediate
-shades of grays.
-<p>You must set the raster's palette when you want to use different colors,
-use the function <b><tt>FT_Raster_Set_Palette</tt></b> as in :
-<p><tt>{</tt>
-<br><tt> static const char gray_palette[5] = { 0, 7, 15, 31,
-63 };</tt>
-<br><tt> …</tt>
-<br><tt> error = FT_Set_Raster_Palette( library, 5, palette );</tt>
-<br><tt>}</tt>
-<br>
-<ul>
-<li>
-The first parameter is a handle to a FreeType library object. See the user
-guide for more details (the library contains a scan-line converter object).</li>
-</ul>
-
-<ul>
-<li>
-The second parameter is the number of entries in the gray-level palette.
-Valid values are 5 and 17 for now, but this may change in later implementations.</li>
-</ul>
-
-<ul>
-<li>
-The last parameter is a pointer to a char table containing the pixel value
-for each of the gray-levels. In this example, we use a background color
-of 0, a foreground color of 63, and intermediate values in-between.</li>
-</ul>
-
-<p><br>The palette is copied in the raster object, as well as processed
-to build several lookup-tables necessary for the internal anti-aliasing
-algorithm.
-<br> </blockquote>
-
-<h4>
-b. Render the pixmap :</h4>
-
-<blockquote>The scan-line converter doesn't create bitmaps or pixmaps,
-it simply renders into those that are passed as parameters to the function
-<b><tt>FT_Get_Outline_Bitmap</tt></b>.
-To render an anti-aliased pixmap, simply set the target bitmap’s depth
-to 8. Note however that this target 8-bit pixmap must always have a '<b><tt>cols</tt></b>'
-field padded to 32-bits, which means that the number of bytes per lines
-of the pixmap must be a multiple of 4 !
-<p>Once the palette has been set, and the pixmap buffer has been created
-to receive the glyph image, simply call <b><tt>FT_Get_Outline_Bitmap</tt></b>.
-Take care of clearing the target pixmap with the background color before
-calling this function. For the sake of simplicity and efficiency, the raster
-is not able to compose anti-aliased glyph images on a pre-existing images.
-<p>Here's some code demonstrating how to load and render a single glyph
-pixmap :
-<p><tt>{</tt>
-<br><tt> FT_Outline outline;</tt>
-<br><tt> FT_Raster_Map pixmap;</tt>
-<br><tt> FT_BBox cbox;</tt>
-<br><tt> …</tt>
-<p><i><tt> // load the outline</tt></i>
-<br><tt> …</tt>
-<p><i><tt> // compute glyph dimensions (grid-fit cbox, etc..)</tt></i>
-<br><tt> FT_Get_Outline_CBox( &outline, &cbox );</tt>
-<p><tt> cbox.xMin = cbox.xMin & -64;
-// floor(xMin)</tt>
-<br><tt> cbox.yMin = cbox.yMin & -64;
-// floor(yMin)</tt>
-<br><tt> cbox.xMax = (cbox.xMax+32) & -64; // ceiling(xMax)</tt>
-<br><tt> cbox.yMax = (cbox.yMax+32) & -64; // ceiling(yMax)</tt>
-<p><tt> pixmap.width = (cbox.xMax - cbox.xMin)/64;</tt>
-<br><tt> pixmap.rows = (cbox.yMax - cbox.yMin)/64;</tt>
-<p><i><tt> // fill the pixmap descriptor and create the pixmap buffer</tt></i>
-<br><i><tt> // don't forget to pad the 'cols' field to 32 bits</tt></i>
-<br><tt> pixmap.pix_bits = 8;</tt>
-<br><tt> pixmap.flow = FT_Flow_Down;</tt>
-<br><tt> pixmap.cols = (pixmap.width+3) &
--4; // pad 'cols' to 32 bits</tt>
-<br><tt> pixmap.buffer = malloc( pixmap.cols * pixmap.rows
-);</tt>
-<p><i><tt> // fill the pixmap buffer with the background color</tt></i>
-<br><i><tt> //</tt></i>
-<br><tt> memset( pixmap.buffer, 0, pixmap.cols*pixmap.rows );</tt>
-<p><i><tt> // translate the outline to match (0,0) with the glyph's</tt></i>
-<br><i><tt> // lower left corner (ignore the bearings)</tt></i>
-<br><i><tt> // the cbox is grid-fitted, we won't ruin the hinting.</tt></i>
-<br><i><tt> //</tt></i>
-<br><tt> FT_Translate_Outline( &outline, -cbox.xMin, -cbox.yMin
-);</tt>
-<p><i><tt> // render the anti-aliased glyph pixmap</tt></i>
-<br><tt> error = FT_Get_Outline_Bitmap( library, &outline, &pixmap
-);</tt>
-<p><tt> // save the bearings for later use..</tt>
-<br><tt> corner_x = cbox.xMin / 64;</tt>
-<br><tt> corner_y = cbox.yMin / 64;</tt>
-<br><tt>}</tt>
-<p>The resulting pixmap is always anti-aliased.</blockquote>
-</blockquote>
-
-<h3>
-3. Possible enhancements :</h3>
-
-<blockquote>FreeType's raster (i.e. its scan-line converter) is currently
-limited to producing either 1-bit bitmaps or anti-aliased 8-bit pixmaps.
-It is not possible, for example, to draw directly a bitmapped glyph image
-into a 4, 8 or 16-bit pixmap through a call to FT_Get_Outline_Bitmap.
-<p>Moreover, the anti-aliasing filter is limited to use 5 or 17 levels
-of grays (through 2x2 and 4x4 sub-sampling). There are cases where this
-could seem insufficient for optimal results and where a higher number of
-levels like 64 or 128 would be a good thing.
-<p>These enhancements are all possible but not planned for an immediate
-future of the FreeType engine.</blockquote>
-</blockquote>
-
-</body>
-</html>
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+<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
+<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>
+</head>
+<body>
+
+<body text="#000000"
+ bgcolor="#FFFFFF"
+ link="#0000EF"
+ vlink="#51188E"
+ alink="#FF0000">
+
+<center>
+<h1>
+FreeType Glyph Conventions</h1></center>
+
+<center>
+<h2>
+version 2.0</h2></center>
+
+<center>
+<h3>
+Copyright 1998-1999David Turner (<a href="mailto:david@freetype.org">david@freetype.org</a>)<br>
+Copyright 1999 The FreeType Development Team (<a href="devel@freetype.org">devel@freetype.org</a>)</h3></center>
+
+<p><br>
+<hr WIDTH="100%">
+<h2>
+Introduction</h2>
+
+<blockquote>This document discusses in great details the definition of
+various concepts related to digital typography, as well as a few specific
+to the FreeType library. It also explains the ways typographic information,
+like glyph metrics, kerning distances, etc.. is to be managed and used.
+It relates to the layout and display of text strings, either in a conventional
+(i.e. Roman) layout, or with right-to-left or vertical ones. Some aspects
+like rotation and transformation are explained too.
+<p>Comments and corrections are highly welcomed, and can be sent to the
+<a href="devel@freetype.org">FreeType
+developers list</a>.</blockquote>
+
+<hr WIDTH="100%">
+<h2>
+I. Basic typographic concepts</h2>
+
+<blockquote>
+<h3>
+1. Font files, format and information</h3>
+
+<blockquote>A font is a collection of various character images that can
+be used to display or print text. The images in a single font share some
+common properties, including look, style, serifs, etc.. Typographically
+speaking, one has to distinguish between a <b>font family</b> and its multiple
+<b>font
+faces</b>, which usually differ in style though come from the same template.
+For example, "<i>Palatino Regular</i>" and "<i>Palatino Italic</i>" are
+two distinct <i>faces</i> from the same famous <i>family</i>, called "<i>Palatino</i>"
+itself.
+<p>The single term font is nearly always used in ambiguous ways to refer
+to either a given family or given face, depending on the context. For example,
+most users of word-processors use "font" to describe a font family (e.g.
+Courier, Palatino, etc..); however most of these families are implemented
+through several data files depending on the file format : for TrueType,
+this is usually one per face (i.e. ARIAL.TFF for "Arial Regular", ARIALI.TTF
+for "Arial Italic", etc..). The file is also called a "font" but really
+contains a font face.
+<p>A <i>digital font</i> is thus a data file that may contain <i>one or
+more font faces</i>. For each of these, it contains character images, character
+metrics, as well as other kind of information important to the layout of
+text and the processing of specific character encodings. In some awkward
+formats, like Adobe Type1, a single font face is described through several
+files (i.e. one contains the character images, another one the character
+metrics). We will ignore this implementation issue in most of this document
+and consider digital fonts as single files, though FreeType 2.0 is able
+to support multiple-files fonts correctly.
+<p>As a convenience, a font file containing more than one face is called
+a font collection. This case is rather rare but can be seen in many asian
+fonts, which contain images for two or more scripts for a given language.</blockquote>
+
+<h3>
+2. Character images and mappings :</h3>
+
+<blockquote>The character images are called <b>glyphs</b>. A single character
+can have several distinct images, i.e. several glyphs, depending on script,
+usage or context. Several characters can also take a single glyph (good
+examples are roman ligatures like "oe" and "fi" which can be represented
+by a single glyph like "œ" and "?"). The relationships between characters
+and glyphs can be a very complex one but won't be detailed in this document.
+Moreover, some formats use more or less awkward schemes to store and access
+the glyphs. For the sake of clarity, we'll only retain the following notions
+when working with FreeType :
+<br>
+<ul>
+<li>
+A font file contains a set of glyphs, each one can be stored as a bitmap,
+a vector representation or any other scheme (e.g. most scalable formats
+use a combination of math representation and control data/programs). These
+glyphs can be stored in any order in the font file, and is typically accessed
+through a simple glyph index.</li>
+</ul>
+</blockquote>
+</blockquote>
+
+<ul>
+<ul>
+<ul>
+<li>
+The font file contains one (or more) table, called a character map (or
+charmap in short), which is used to convert character codes for a given
+encoding (e.g. ASCII, Unicode, DBCS, Big5, etc..) into glyph indexes relative
+to the font file. A single font face may contain several charmaps. For
+example, most TrueType fonts contain an Apple-specific charmap as well
+as a Unicode charmap, which makes them usable on both Mac and Windows platforms.</li>
+</ul>
+</ul>
+
+<h3>
+3. Character and font metrics :</h3>
+
+<ul>Each glyph image is associated to various metrics which are used to
+describe the way it must be placed and managed when rendering text. Though
+they are described in more details in section III, they relate to glyph
+placement, cursor advances as well as text layouts. They are extremely
+important to compute the flow of text when rendering string of text.
+<p>Each scalable format also contains some global metrics, expressed in
+notional units, used to describe some properties of all glyphs in a same
+face. For example : the maximum glyph bounding box, the ascender, descender
+and text height for the font.
+<p>Though these metrics also exist for non-scalable formats, they only
+apply for a set of given character dimensions and resolutions, and they're
+usually expressed in pixels then.</ul>
+</ul>
+
+<p><br>
+<hr WIDTH="100%">
+<h2>
+II. Glyph Outlines</h2>
+
+<blockquote>This section describes the vectorial representation of glyph
+images, called outlines.
+<br>
+<h3>
+1. Pixels, Points and Device Resolutions :</h3>
+
+<blockquote>Though it is a very common assumption when dealing with computer
+graphics programs, the physical dimensions of a given pixel (be it for
+screens or printers) are not squared. Often, the output device, be it a
+screen or printer exhibits varying resolutions in the horizontal and vertical
+directions, and this must be taken care of when rendering text.
+<p>It is thus common to define a device's characteristics through two numbers
+expressed in <b>dpi</b> (dots per inch). For example, a printer with a
+resolution of 300x600 dpi has 300 pixels per inch in the horizontal direction,
+and 600 in the vertical one. The resolution of a typical computer monitor
+varies with its size (a 15" and 17" monitors don't have the same pixel
+sizes at 640x480), and of course the graphics mode resolution.
+<p>As a consequence, the size of text is usually given in <b>points</b>,
+rather than device-specific pixels. Points are a simple <i>physical</i>
+unit, where 1 point = 1/72th of an inch, in digital typography. As an example,
+most roman books are printed with a body text which size is chosen between
+10 and 14 points.
+<p>It is thus possible to compute the size of text in pixels from the size
+in points through the following computation :
+<center>
+<p><tt>pixel_size = point_size * resolution / 72</tt></center>
+
+<p>Where resolution is expressed in dpi. Note that because the horizontal
+and vertical resolutions may differ, a single point size usually defines
+different text width and height in pixels.
+<br>
+<p><b>IMPORTANT NOTE:</b>
+<br><i>Unlike what is often thought, the "size of text in pixels" is not
+directly related to the real dimensions of characters when they're displayed
+or printed. The relationship between these two concepts is a bit more complex
+and relate to some design choice made by the font designer. This is described
+in more details the next sub-section (see the explanations on the EM square).</i></blockquote>
+
+<h3>
+2. Vectorial representation :</h3>
+
+<blockquote>The source format of outlines is a collection of closed paths
+called <b>contours</b>. Each contour delimits an outer or inner <i>region</i>
+of the glyph, and can be made of either <b>line segments</b> or <b>bezier
+arcs</b>.
+<p>The arcs are defined through <b>control points</b>, and can be either
+second-order (these are "conic beziers") or third-order ("cubic" beziers)
+polynomials, depending on the font format. Hence, each point of the outline
+has an associated <b>flag</b> indicating its type (normal or control point).
+And scaling the points will scale the whole outline.
+<p>Each glyph's original outline points are located on a grid of indivisible
+units. The points are usually stored in a font file as 16-bit integer grid
+coordinates, with the grid origin's being at (0,0); they thus range from
+-16384 to 16383. (even though point coordinates can be floats in other
+formats such as Type 1, we'll restrict our analysis to integer ones, driven
+by the need for simplicity..).
+<p><b>IMPORTANT NOTE:</b>
+<br><i>The grid is always oriented like the traditional mathematical 2D
+plane, i.e. the X axis from the left to the right, and the Y axis from
+bottom to top.</i>
+<p>In creating the glyph outlines, a type designer uses an imaginary square
+called the "EM square". Typically, the EM square can be thought of as a
+tablet on which the character are drawn. The square's size, i.e., the number
+of grid units on its sides, is very important for two reasons:
+<br>
+<blockquote>
+<li>
+it is the reference used to scale the outlines to a given text dimension.
+For example, a size of 12pt at 300x300 dpi corresponds to 12*300/72 = 50
+pixels. This is the size the EM square would appear on the output device
+if it was rendered directly. In other words, scaling from grid units to
+pixels uses the formula:</li>
+</blockquote>
+
+<center><tt>pixel_size = point_size * resolution / 72</tt>
+<br><tt>pixel_coordinate = grid_coordinate * pixel_size / EM_size</tt></center>
+
+<blockquote>
+<li>
+the greater the EM size is, the larger resolution the designer can use
+when digitizing outlines. For example, in the extreme example of an EM
+size of 4 units, there are only 25 point positions available within the
+EM square which is clearly not enough. Typical TrueType fonts use an EM
+size of 2048 units (note: with Type 1 PostScript fonts, the EM size is
+fixed to 1000 grid units. However, point coordinates can be expressed in
+floating values).</li>
+</blockquote>
+Note that glyphs can freely extend beyond the EM square if the font designer
+wants so. The EM is used as a convenience, and is a valuable convenience
+from traditional typography.
+<center>
+<p><b>Note : Grid units are very often called "font units" or "EM units".</b></center>
+
+<p><b>NOTE:</b>
+<br><i>As said before, the pixel_size computed in the above formula
+does not relate directly to the size of characters on the screen. It simply
+is the size of the EM square if it was to be displayed directly. Each font
+designer is free to place its glyphs as it pleases him within the square.
+This explains why the letters of the following text have not the same height,
+even though they're displayed at the same point size with distinct fonts
+:</i>
+<center>
+<p><img SRC="body_comparison.png" height=40 width=580></center>
+
+<p>As one can see, the glyphs of the Courier family are smaller than those
+of Times New Roman, which themselves are slightly smaller than those of
+Arial, even though everything is displayed or printed at a size of
+16 points. This only reflect design choices.
+<br> </blockquote>
+
+<h3>
+3. Hinting and Bitmap rendering</h3>
+
+<blockquote>The outline as stored in a font file is called the "master"
+outline, as its points coordinates are expressed in font units. Before
+it can be converted into a bitmap, it must be scaled to a given size/resolution.
+This is done through a very simple transform, but always creates undesirable
+artifacts, e.g. stems of different widths or heights in letters like "E"
+or "H".
+<p>As a consequence, proper glyph rendering needs the scaled points to
+be aligned along the target device pixel grid, through an operation called
+"grid-fitting", and often "hinting". One of its main purpose is to ensure
+that important widths and heights are respected throughout the whole font
+(for example, it is very often desirable that the "I" and the "T" have
+their central vertical line of the same pixel width), as well as manage
+features like stems and overshoots, which can cause problems at small pixel
+sizes.
+<p>There are several ways to perform grid-fitting properly, for example
+most scalable formats associate some control data or programs with each
+glyph outline. Here is an overview :
+<br>
+<blockquote>
+<blockquote><b>explicit grid-fitting :</b>
+<blockquote>The TrueType format defines a stack-based virtual machine,
+for which programs can be written with the help of more than 200 opcodes
+(most of these relating to geometrical operations). Each glyph is thus
+made of both an outline and a control program, its purpose being to perform
+the actual grid-fitting in the way defined by the font designer.</blockquote>
+
+<p><br><b>implicit grid-fitting (also called hinting) :</b>
+<blockquote>The Type 1 format takes a much simpler approach : each glyph
+is made of an outline as well as several pieces called "hints" which are
+used to describe some important features of the glyph, like the presence
+of stems, some width regularities, and the like. There aren't a lot of
+hint types, and it's up to the final renderer to interpret the hints in
+order to produce a fitted outline.</blockquote>
+
+<p><br><b>automatic grid-fitting :</b>
+<blockquote>Some formats simply include no control information with each
+glyph outline, apart metrics like the advance width and height. It's then
+up to the renderer to "guess" the more interesting features of the outline
+in order to perform some decent grid-fitting.</blockquote>
+</blockquote>
+</blockquote>
+
+<center>
+<p><br>The following table summarises the pros and cons of each scheme
+:</center>
+</blockquote>
+
+<center><table BORDER=0 WIDTH="80%" BGCOLOR="#CCCCCC" >
+<tr BGCOLOR="#999999">
+<td>
+<blockquote>
+<center><b><font color="#000000">Grid-fitting scheme</font></b></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Pros</font></b></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Cons</font></b></center>
+</blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote>
+<center><b><font color="#000000">Explicit</font></b></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Quality</font></b>
+<br><font color="#000000">excellence at small sizes is possible. This is
+very important for screen display.</font>
+<p><b><font color="#000000">Consistency</font></b>
+<br><font color="#000000">all renderers produce the same glyph bitmaps.</font></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Speed</font></b>
+<br><font color="#000000">intepreting bytecode can be slow if the glyph
+programs are complex.</font>
+<p><b><font color="#000000">Size</font></b>
+<br><font color="#000000">glyph programs can be long</font>
+<p><b><font color="#000000">Technicity</font></b>
+<br><font color="#000000">it is extremely difficult to write good hinting
+programs. Very few tools available.</font></center>
+</blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote>
+<center><b><font color="#000000">Implicit</font></b></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Size</font></b>
+<br><font color="#000000">hints are usually much smaller than explicit
+glyph programs.</font>
+<p><b><font color="#000000">Speed</font></b>
+<br><font color="#000000">grid-fitting is usually a fast process</font></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Quality</font></b>
+<br><font color="#000000">often questionable at small sizes. Better with
+anti-aliasing though.</font>
+<p><b><font color="#000000">Inconsistency</font></b>
+<br><font color="#000000">results can vary between different renderers,
+or even distinct versions of the same engine.</font></center>
+</blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote>
+<center><b><font color="#000000">Automatic</font></b></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Size</font></b>
+<br><font color="#000000">no need for control information, resulting in
+smaller font files.</font>
+<p><b><font color="#000000">Speed</font></b>
+<br><font color="#000000">depends on the grid-fitting algo.Usually faster
+than explicit grid-fitting.</font></center>
+</blockquote>
+</td>
+
+<td>
+<blockquote>
+<center><b><font color="#000000">Quality</font></b>
+<br><font color="#000000">often questionable at small sizes. Better with
+anti-aliasing though</font>
+<p><b><font color="#000000">Speed</font></b>
+<br><font color="#000000">depends on the grid-fitting algo.</font>
+<p><b><font color="#000000">Inconsistency</font></b>
+<br><font color="#000000">results can vary between different renderers,
+or even distinct versions of the same engine.</font></center>
+</blockquote>
+</td>
+</tr>
+</table></center>
+</blockquote>
+
+<hr WIDTH="100%">
+<h2>
+III. Glyph metrics</h2>
+
+<blockquote>
+<h3>
+1. Baseline, Pens and Layouts</h3>
+The baseline is an imaginary line that is used to "guide" glyphs when rendering
+text. It can be horizontal (e.g. Roman, Cyrillic, Arabic, etc.) or vertical
+(e.g. Chinese, Japanese, Korean, etc). Moreover, to render text, a virtual
+point, located on the baseline, called the "pen position" or "origin",
+is used to locate glyphs.
+<p>Each layout uses a different convention for glyph placement:
+<br>
+<blockquote>
+<li>
+with horizontal layout, glyphs simply "rest" on the baseline. Text is rendered
+by incrementing the pen position, either to the right or to the left.</li>
+</blockquote>
+</blockquote>
+
+<ul>
+<ul>the distance between two successive pen positions is glyph-specific
+and is called the "advance width". Note that its value is _always_ positive,
+even for right-to-left oriented alphabets, like Arabic. This introduces
+some differences in the way text is rendered.
+<p>IMPORTANT NOTE: The pen position is always placed on the baseline.</ul>
+
+<center><img SRC="Image1.png" height=179 width=458></center>
+
+<ul>
+<li>
+with a vertical layout, glyphs are centered around the baseline:</li>
+</ul>
+
+<center><img SRC="Image2.png" height=275 width=162></center>
+
+<p><br>
+<h3>
+2. Typographic metrics and bounding boxes</h3>
+
+<ul>A various number of face metrics are defined for all glyphs in a given
+font.
+<p><b>the ascent</b>
+<ul>this is the distance from the baseline to the highest/upper grid coordinate
+used to place an outline point. It is a positive value, due to the grid's
+orientation with the Y axis upwards.</ul>
+
+<p><br><b>the descent</b>
+<ul>the distance from the baseline to the lowest grid coordinate used to
+place an outline point. This is a negative value, due to the grid's orientation.</ul>
+
+<p><br><b>the linegap</b>
+<ul>the distance that must be placed between two lines of text. The baseline-to-baseline
+distance should be computed as:
+<center>
+<p><tt>ascent - descent + linegap</tt></center>
+if you use the typographic values.</ul>
+Other, simpler metrics are:
+<p><b>the glyph's bounding box</b>, also called "<b>bbox</b>"
+<ul>this is an imaginary box that encloses all glyphs from the font, as
+tightly as possible. It is represented by four fields, namely <tt>xMin</tt>,
+<tt>yMin</tt>,
+<tt>xMax</tt>,
+and <tt>yMax</tt>, that can be computed for any outline. Their values can
+be in font units (if measured in the original outline) or in fractional/integer
+pixel units (when measured on scaled outlines).
+<p>Note that if it wasn't for grid-fitting, you wouldn't need to know a
+box's complete values, but only its dimensions to know how big is a glyph
+outline/bitmap. However, correct rendering of hinted glyphs needs the preservation
+of important grid alignment on each glyph translation/placement on the
+baseline.</ul>
+<b>the internal leading</b>
+<ul>this concept comes directly from the world of traditional typography.
+It represents the amount of space within the "leading" which is reserved
+for glyph features that lay outside of the EM square (like accentuation).
+It usually can be computed as:
+<center>
+<p><tt>internal leading = ascent - descent - EM_size</tt></center>
+</ul>
+<b>the external leading</b>
+<ul>this is another name for the line gap.</ul>
+</ul>
+
+<h3>
+3. Bearings and Advances</h3>
+
+<ul>Each glyph has also distances called "bearings" and "advances". Their
+definition is constant, but their values depend on the layout, as the same
+glyph can be used to render text either horizontally or vertically:
+<p><b>the left side bearing: a.k.a. bearingX</b>
+<ul>this is the horizontal distance from the current pen position to the
+glyph's left bbox edge. It is positive for horizontal layouts, and most
+generally negative for vertical one.</ul>
+
+<p><br><b>the top side bearing: a.k.a. bearingY</b>
+<ul>this is the vertical distance from the baseline to the top of the glyph's
+bbox. It is usually positive for horizontal layouts, and negative for vertical
+ones</ul>
+
+<p><br><b>the advance width: a.k.a. advanceX</b>
+<ul>is the horizontal distance the pen position must be incremented (for
+left-to-right writing) or decremented (for right-to-left writing) by after
+each glyph is rendered when processing text. It is always positive for
+horizontal layouts, and null for vertical ones.</ul>
+
+<p><br><b>the advance height: a.k.a. advanceY</b>
+<ul>is the vertical distance the pen position must be decremented by after
+each glyph is rendered. It is always null for horizontal layouts, and positive
+for vertical layouts.</ul>
+
+<p><br><b>the glyph width</b>
+<ul>this is simply the glyph's horizontal extent. More simply it is (bbox.xMax-bbox.xMin)
+for unscaled font coordinates. For scaled glyphs, its computation requests
+specific care, described in the grid-fitting chapter below.</ul>
+
+<p><br><b>the glyph height</b>
+<ul>this is simply the glyph's vertical extent. More simply, it is (bbox.yMax-bbox.yMin)
+for unscaled font coordinates. For scaled glyphs, its computation requests
+specific care, described in the grid-fitting chapter below.</ul>
+
+<p><br><b>the right side bearing</b>
+<ul>is only used for horizontal layouts to describe the distance from the
+bbox's right edge to the advance width. It is in most cases a non-negative
+number.</ul>
+
+<center><tt>advance_width - left_side_bearing - (xMax-xMin)</tt></center>
+
+<p>Here is a picture giving all the details for horizontal metrics :
+<center>
+<p><img SRC="Image3.png" height=253 width=388></center>
+
+<p>And here is another one for the vertical metrics :
+<center>
+<p><img SRC="Image4.png" height=278 width=294></center>
+</ul>
+
+<h3>
+4. The effects of grid-fitting</h3>
+
+<ul>Because hinting aligns the glyph's control points to the pixel grid,
+this process slightly modifies the dimensions of character images in ways
+that differ from simple scaling.
+<p>For example, the image of the lowercase "m" letter sometimes fits a
+square in the master grid. However, to make it readable at small pixel
+sizes, hinting tends to enlarge its scaled outline in order to keep its
+three legs distinctly visible, resulting in a larger character bitmap.
+<p>The glyph metrics are also influenced by the grid-fitting process. Mainly
+because :
+<br>
+<ul>
+<li>
+The image's width and height are altered. Even if this is only by one pixel,
+it can make a big difference at small pixel sizes</li>
+
+<li>
+The image's bounding box is modified, thus modifying the bearings</li>
+
+<li>
+The advances must be updated. For example, the advance width must be incremented
+when the hinted bitmap is larger than the scaled one, to reflect the augmented
+glyph width.</li>
+</ul>
+
+<p><br>Note also that :
+<br>
+<ul>
+<li>
+Because of hinting, simply scaling the font ascent or descent might not
+give correct results. A simple solution consists in keeping the ceiling
+of the scaled ascent, and floor of the scaled descent.</li>
+</ul>
+
+<ul>
+<li>
+There is no easy way to get the hinted glyph and advance widths of a range
+of glyphs, as hinting works differently on each outline. The only solution
+is to hint each glyph separately and record the returned values. Some formats,
+like TrueType, even include a table of pre-computed values for a small
+set of common character pixel sizes.</li>
+</ul>
+
+<ul>
+<li>
+Hinting depends on the final character width and height in pixels, which
+means that it is highly resolution-dependent. This property makes correct
+WYSIWYG layouts difficult to implement.</li>
+</ul>
+
+<p><br><b>IMPORTANT NOTE:</b>
+<br>Performing 2D transforms on glyph outlines is very easy with FreeType.
+However, when using translation on a hinted outlines, one should aways
+take care of <b>exclusively using integer pixel distances</b> (which
+means that the parameters to the FT_Translate_Outline API should all be
+multiples of 64, as the point coordinates are in 26.6 fixed float format).
+<p><b>Otherwise</b>, the translation will simply <b>ruin the hinter's work</b>,
+resulting in a very low quality bitmaps.
+<br>
+<br> </ul>
+
+<h3>
+ 5. Text widths and bounding box :</h3>
+
+<ul>As seen before, the "origin" of a given glyph corresponds to the position
+of the pen on the baseline. It is not necessarily located on one of the
+glyph's bounding box corners, unlike many typical bitmapped font formats.
+In some cases, the origin can be out of the bounding box, in others, it
+can be within it, depending on the shape of the given glyph.
+<p>Likewise, the glyph's "advance width" is the increment to apply to the
+pen position during layout, and is not related to the glyph's "width",
+which really is the glyph's bounding width.
+<br>
+<p>The same conventions apply to strings of text. This means that :
+<br>
+<ul>
+<ul>
+<li>
+The bounding box of a given string of text doesn't necessarily contain
+the text cursor, nor is the latter located on one of its corners.</li>
+</ul>
+
+<ul>
+<li>
+The string's advance width isn't related to its bounding box's dimensions.
+Especially if it contains beginning and terminal spaces or tabs.</li>
+</ul>
+
+<ul>
+<li>
+Finally, additional processing like kerning creates strings of text whose
+dimensions are not directly related to the simple juxtaposition of individual
+glyph metrics. For example, the advance width of "VA" isn't the sum of
+the advances of "V" and "A" taken separately.</li>
+</ul>
+</ul>
+</ul>
+</ul>
+
+<hr WIDTH="100%">
+<h2>
+ IV. Kerning</h2>
+
+<blockquote>The term 'kerning' refers to specific information used to adjust
+the relative positions of coincident glyphs in a string of text. This section
+describes several types of kerning information, as well as the way to process
+them when performing text layout.
+<br>
+<h3>
+1. Kerning pairs</h3>
+
+<blockquote>Kerning consists in modifying the spacing between two successive
+glyphs according to their outlines. For example, a "T" and a "y" can be
+easily moved closer, as the top of the "y" fits nicely under the "T"'s
+upper right bar.
+<p>When laying out text with only their standard widths, some consecutive
+glyphs sometimes seem a bit too close or too distant. For example, the
+space between the 'A' and the 'V' in the following word seems a little
+wider than needed.
+<center>
+<p><img SRC="bravo_unkerned.png" height=37 width=116></center>
+
+<p>Compare this to the same word, when the distance between these two letters
+has been slightly reduced :
+<center>
+<p><img SRC="bravo_kerned.png" height=37 width=107></center>
+
+<p>As you can see, this adjustment can make a great difference. Some font
+faces thus include a table containing kerning distances for a set of given
+glyph pairs, used during text layout. Note that :
+<br>
+<blockquote>
+<ul>
+<li>
+The pairs are ordered, i.e. the space for pair (A,V) isn't necessarily
+the space for pair (V,A). They also index glyphs, and not characters.</li>
+</ul>
+
+<ul>
+<li>
+Kerning distances can be expressed in horizontal or vertical directions,
+depending on layout and/or script. For example, some horizontal layouts
+like arabic can make use of vertical kerning adjustments between successive
+glyphs. A vertical script can have vertical kerning distances.</li>
+</ul>
+
+<ul>
+<li>
+Kerning distances are expressed in grid units. They are usually oriented
+in the X axis, which means that a negative value indicates that two glyphs
+must be set closer in a horizontal layout.</li>
+</ul>
+</blockquote>
+</blockquote>
+
+<h3>
+2. Applying kerning</h3>
+
+<blockquote>Applying kerning when rendering text is a rather easy process.
+It merely consists in adding the scaled kern distance to the pen position
+before writing each next glyph. However, the typographically correct renderer
+must take a few more details in consideration.
+<p>The "sliding dot" problem is a good example : many font faces include
+a kerning distance between capital letters like "T" or "F" and a following
+dot ("."), in order to slide the latter glyph just right to their main
+leg. I.e.
+<center>
+<p><img SRC="twlewis1.png" height=38 width=314></center>
+
+<p>However, this sometimes requires additional adjustments between the
+dot and the letter following it, depending on the shapes of the enclosing
+letters. When applying "standard" kerning adjustments, the previous sentence
+would become :
+<center>
+<p><img SRC="twlewis2.png" height=36 width=115></center>
+
+<p>Which clearly is too contracted. The solution here, as exhibited in
+the first example is to only slide the dots when possible. Of course, this
+requires a certain knowledge of the text's meaning. The above adjustments
+would not necessarily be welcomed if we were rendering the final dot of
+a given paragraph.
+<p>This is only one example, and there are many others showing that a real
+typographer is needed to layout text properly. If not available, some kind
+of user interaction or tagging of the text could be used to specify some
+adjustments, but in all cases, this requires some support in applications
+and text libraries.
+<p>For more mundane and common uses, however, we can have a very simple
+algorithm, which avoids the sliding dot problem, and others, though
+not producing optimal results. It can be seen as :
+<br>
+<blockquote>
+<ol>
+<li>
+place the first glyph on the baseline</li>
+
+<li>
+save the location of the pen position/origin in pen1</li>
+
+<li>
+adjust the pen position with the kerning distance between the first and
+second glyph</li>
+
+<li>
+place the second glyph and compute the next pen position/origin in pen2.</li>
+
+<li>
+use pen1 as the next pen position if it is beyond pen2, use pen2 otherwise.</li>
+</ol>
+</blockquote>
+</blockquote>
+</blockquote>
+
+<h2>
+
+<hr WIDTH="100%"></h2>
+
+<h2>
+V. Text processing</h2>
+
+<blockquote>This section demonstrates how to use the concepts previously
+defined to render text, whatever the layout you use.
+<br>
+<h3>
+1. Writing simple text strings :</h3>
+
+<blockquote>In this first example, we'll generate a simple string of Roman
+text, i.e. with a horizontal left-to-right layout. Using exclusively pixel
+metrics, the process looks like :
+<blockquote><tt>1) convert the character string into a series of glyph
+indexes.</tt>
+<br><tt>2) place the pen to the cursor position.</tt>
+<br><tt>3) get or load the glyph image.</tt>
+<br><tt>4) translate the glyph so that its 'origin' matches the pen position</tt>
+<br><tt>5) render the glyph to the target device</tt>
+<br><tt>6) increment the pen position by the glyph's advance width in pixels</tt>
+<br><tt>7) start over at step 3 for each of the remaining glyphs</tt>
+<br><tt>8) when all glyphs are done, set the text cursor to the new pen
+position</tt></blockquote>
+Note that kerning isn't part of this algorithm.</blockquote>
+
+<h3>
+2. Sub-pixel positioning :</h3>
+
+<blockquote>It is somewhat useful to use sub-pixel positioning when rendering
+text. This is crucial, for example, to provide semi-WYSIWYG text layouts.
+Text rendering is very similar to the algorithm described in sub-section
+1, with the following few differences :
+<ul>
+<li>
+The pen position is expressed in fractional pixels.</li>
+
+<li>
+Because translating a hinted outline by a non-integer distance will ruin
+its grid-fitting, the position of the glyph origin must be rounded before
+rendering the character image.</li>
+
+<li>
+The advance width is expressed in fractional pixels, and isn't necessarily
+an integer.</li>
+</ul>
+
+<p><br>Which finally looks like :
+<blockquote><tt>1. convert the character string into a series of glyph
+indexes.</tt>
+<br><tt>2. place the pen to the cursor position. This can be a non-integer
+point.</tt>
+<br><tt>3. get or load the glyph image.</tt>
+<br><tt>4. translate the glyph so that its 'origin' matches the rounded
+pen position.</tt>
+<br><tt>5. render the glyph to the target device</tt>
+<br><tt>6. increment the pen position by the glyph's advance width in fractional
+pixels.</tt>
+<br><tt>7. start over at step 3 for each of the remaining glyphs</tt>
+<br><tt>8. when all glyphs are done, set the text cursor to the new pen
+position</tt></blockquote>
+Note that with fractional pixel positioning, the space between two given
+letters isn't fixed, but determined by the accumulation of previous rounding
+errors in glyph positioning.</blockquote>
+
+<h3>
+3. Simple kerning :</h3>
+
+<blockquote>Adding kerning to the basic text rendering algorithm is easy
+: when a kerning pair is found, simply add the scaled kerning distance
+to the pen position before step 4. Of course, the distance should be rounded
+in the case of algorithm 1, though it doesn't need to for algorithm 2.
+This gives us :
+<p>Algorithm 1 with kerning:
+<blockquote><tt>3) get or load the glyph image.</tt>
+<br><tt>4) Add the rounded scaled kerning distance, if any, to the pen
+position</tt>
+<br><tt>5) translate the glyph so that its 'origin' matches the pen position</tt>
+<br><tt>6) render the glyph to the target device</tt>
+<br><tt>7) increment the pen position by the glyph's advance width in pixels</tt>
+<br><tt>8) start over at step 3 for each of the remaining glyphs</tt></blockquote>
+
+<p><br>Algorithm 2 with kerning:
+<blockquote><tt>3) get or load the glyph image.</tt>
+<br><tt>4) Add the scaled unrounded kerning distance, if any, to the pen
+position.</tt>
+<br><tt>5) translate the glyph so that its 'origin' matches the rounded
+pen position.</tt>
+<br><tt>6) render the glyph to the target device</tt>
+<br><tt>7) increment the pen position by the glyph's advance width in fractional
+pixels.</tt>
+<br><tt>8) start over at step 3 for each of the remaining glyphs</tt></blockquote>
+Of course, the algorithm described in section IV can also be applied to
+prevent the sliding dot problem if one wants to..</blockquote>
+
+<h3>
+4. Right-To-Left Layout :</h3>
+
+<blockquote>The process of laying out arabic or hebrew text is extremely
+similar. The only difference is that the pen position must be decremented
+before the glyph rendering (remember : the advance width is always positive,
+even for arabic glyphs). Thus, algorithm 1 becomes :
+<p>Right-to-left Algorithm 1:
+<blockquote><tt>3) get or load the glyph image.</tt>
+<br><tt>4) Decrement the pen position by the glyph's advance width in pixels</tt>
+<br><tt>5) translate the glyph so that its 'origin' matches the pen position</tt>
+<br><tt>6) render the glyph to the target device</tt>
+<br><tt>7) start over at step 3 for each of the remaining glyphs</tt></blockquote>
+
+<p><br>The changes to Algorithm 2, as well as the inclusion of kerning
+are left as an exercise to the reader.
+<br>
+<br> </blockquote>
+
+<h3>
+5. Vertical layouts :</h3>
+
+<blockquote>Laying out vertical text uses exactly the same processes, with
+the following significant differences :
+<br>
+<blockquote>
+<li>
+The baseline is vertical, and the vertical metrics must be used instead
+of the horizontal one.</li>
+
+<li>
+The left bearing is usually negative, but this doesn't change the fact
+that the glyph origin must be located on the baseline.</li>
+
+<li>
+The advance height is always positive, so the pen position must be decremented
+if one wants to write top to bottom (assuming the Y axis is oriented upwards).</li>
+</blockquote>
+Through the following algorithm :
+<blockquote><tt>1) convert the character string into a series of glyph
+indexes.</tt>
+<br><tt>2) place the pen to the cursor position.</tt>
+<br><tt>3) get or load the glyph image.</tt>
+<br><tt>4) translate the glyph so that its 'origin' matches the pen position</tt>
+<br><tt>5) render the glyph to the target device</tt>
+<br><tt>6) decrement the vertical pen position by the glyph's advance height
+in pixels</tt>
+<br><tt>7) start over at step 3 for each of the remaining glyphs</tt>
+<br><tt>8) when all glyphs are done, set the text cursor to the new pen
+position</tt></blockquote>
+</blockquote>
+
+<h3>
+6. WYSIWYG text layouts :</h3>
+
+<blockquote>As you probably know, the acronym WYSIWYG stands for '<i>What
+You See Is What You Get</i>'. Basically, this means that the output of
+a document on the screen should match "perfectly" its printed version.
+A <b><i>true</i></b> wysiwyg system requires two things :
+<p><b>device-independent text layout</b>
+<blockquote>Which means that the document's formatting is the same on the
+screen than on any printed output, including line breaks, justification,
+ligatures, fonts, position of inline images, etc..</blockquote>
+
+<p><br><b>matching display and print character sizes</b>
+<blockquote>Which means that the displayed size of a given character should
+match its dimensions when printed. For example, a text string which is
+exactly 1 inch tall when printed should also appear 1 inch tall on the
+screen (when using a scale of 100%).</blockquote>
+
+<p><br>It is clear that matching sizes cannot be possible if the computer
+has no knowledge of the physical resolutions of the display device(s) it
+is using. And of course, this is the most common case ! That's not too
+unfortunate, however because most users really don't care about this
+feature. Legibility is much more important.
+<p>When the Mac appeared, Apple decided to choose a resolution of 72 dpi
+to describe the Macintosh screen to the font sub-system (whatever the monitor
+used). This choice was most probably driven by the fact that, at this resolution,
+1 point = 1 pixel. However; it neglected one crucial fact : as most users
+tend to choose a document character size between 10 and 14 points, the
+resultant displayed text was rather small and not too legible without scaling.
+Microsoft engineers took notice of this problem and chose a resolution
+of 96 dpi on Windows, which resulted in slightly larger, and more legible,
+displayed characters (for the same printed text size).
+<p>These distinct resolutions explain some differences when displaying
+text at the same character size on a Mac and a Windows machine. Moreover,
+it is not unusual to find some TrueType fonts with enhanced hinting (tech
+note: through delta-hinting) for the sizes of 10, 12, 14 and 16 points
+at 96 dpi.
+<br>
+<p>As for device-independent text, it is a notion that is, unfortunately,
+often abused. For example, many word processors, including MS Word, do
+not really use device-independent glyph positioning algorithms when laying
+out text. Rather, they use the target printer's resolution to compute <i>hinted</i>
+glyph metrics for the layout. Though it guarantees that the printed version
+is always the "nicest" it can be, especially for very low resolution printers
+(like dot-matrix), it has a very sad effect : changing the printer can
+have dramatic effects on the <i>whole</i> document layout, especially if
+it makes strong use of justification, uses few page breaks, etc..
+<p>Because the glyph metrics vary slightly when the resolution changes
+(due to hinting), line breaks can change enormously, when these differences
+accumulate over long runs of text. Try for example printing a very long
+document (with no page breaks) on a 300 dpi ink-jet printer, then the same
+one on a 3000 dpi laser printer : you'll be extremely lucky if your final
+page count didn't change between the prints ! Of course, we can still call
+this WYSIWYG, as long as the printer resolution is fixed !!
+<p>Some applications, like Adobe Acrobat, which targeted device-independent
+placement from the start, do not suffer from this problem. There are two
+ways to achieve this : either use the scaled and unhinted glyph metrics
+when laying out text both in the rendering and printing processes, or simply
+use wathever metrics you want and store them with the text in order to
+get sure they're printed the same on all devices (the latter being probably
+the best solution, as it also enables font substitution without breaking
+text layouts).
+<p>Just like matching sizes, device-independent placement isn't necessarily
+a feature that most users want. However, it is pretty clear that for any
+kind of professional document processing work, it <b><i>is</i></b> a requirement.</blockquote>
+</blockquote>
+
+<h2>
+
+<hr WIDTH="100%"></h2>
+
+<h2>
+VI. FreeType outlines :</h2>
+
+<blockquote>The purpose of this section is to present the way FreeType
+manages vectorial outlines, as well as the most common operations that
+can be applied on them.
+<br>
+<h3>
+1. FreeType outline description and structure :</h3>
+
+<blockquote>
+<h4>
+a. Outline curve decomposition :</h4>
+
+<blockquote>An outline is described as a series of closed contours in the
+2D plane. Each contour is made of a series of line segments and bezier
+arcs. Depending on the file format, these can be second-order or third-order
+polynomials. The former are also called quadratic or conic arcs, and they
+come from the TrueType format. The latter are called cubic arcs and mostly
+come from the Type1 format.
+<p>Each arc is described through a series of start, end and control points.
+Each point of the outline has a specific tag which indicates wether it
+is used to describe a line segment or an arc. The tags can take the following
+values :
+<br>
+<br> </blockquote>
+
+<center><table CELLSPACING=5 CELLPADDING=5 WIDTH="60%" >
+<tr VALIGN=TOP>
+<td>
+<blockquote><b>FT_Curve_Tag_On </b></blockquote>
+</td>
+
+<td VALIGN=TOP>
+<blockquote>Used when the point is "on" the curve. This corresponds to
+start and end points of segments and arcs. The other tags specify what
+is called an "off" point, i.e. one which isn't located on the contour itself,
+but serves as a control point for a bezier arc.</blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote><b>FT_Curve_Tag_Conic</b></blockquote>
+</td>
+
+<td>
+<blockquote>Used for an "off" point used to control a conic bezier arc.</blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote><b>FT_Curve_Tag_Cubic</b></blockquote>
+</td>
+
+<td>
+<blockquote>Used for an "off" point used to control a cubic bezier arc.</blockquote>
+</td>
+</tr>
+</table></center>
+
+<blockquote>
+<p>The following rules are applied to decompose the contour's points into
+segments and arcs :
+<blockquote>
+<li>
+two successive "on" points indicate a line segment joining them.</li>
+</blockquote>
+</blockquote>
+
+<ul>
+<ul>
+<li>
+one conic "off" point amidst two "on" points indicates a conic bezier arc,
+the "off" point being the control point, and the "on" ones the start and
+end points.</li>
+</ul>
+</ul>
+
+<ul>
+<ul>
+<li>
+Two successive cubic "off" points amidst two "on" points indicate a cubic
+bezier arc. There must be exactly two cubic control points and two on points
+for each cubic arc (using a single cubic "off" point between two "on" points
+is forbidden, for example).</li>
+</ul>
+</ul>
+
+<ul>
+<ul>
+<li>
+finally, two successive conic "off" points forces the rasterizer to create
+(during the scan-line conversion process exclusively) a virtual "on" point
+amidst them, at their exact middle. This greatly facilitates the definition
+of successive conic bezier arcs. Moreover, it's the way outlines are described
+in the TrueType specification.</li>
+</ul>
+
+<p><br>Note that it is possible to mix conic and cubic arcs in a single
+contour, even though no current font driver produces such outlines.
+<br> </ul>
+
+<center><table>
+<tr>
+<td>
+<blockquote><img SRC="points_segment.png" height=166 width=221></blockquote>
+</td>
+
+<td>
+<blockquote><img SRC="points_conic.png" height=183 width=236></blockquote>
+</td>
+</tr>
+
+<tr>
+<td>
+<blockquote><img SRC="points_cubic.png" height=162 width=214></blockquote>
+</td>
+
+<td>
+<blockquote><img SRC="points_conic2.png" height=204 width=225></blockquote>
+</td>
+</tr>
+</table></center>
+
+<h4>
+b. Outline descriptor :</h4>
+
+<blockquote>A FreeType outline is described through a simple structure,
+called <tt>FT_Outline</tt>, which fields are :
+<br>
+<br>
+<center><table CELLSPACING=3 CELLPADDING=3 BGCOLOR="#CCCCCC" >
+<tr>
+<td><b><tt>n_points</tt></b></td>
+
+<td>the number of points in the outline</td>
+</tr>
+
+<tr>
+<td><b><tt>n_contours</tt></b></td>
+
+<td>the number of contours in the outline</td>
+</tr>
+
+<tr>
+<td><b><tt>points</tt></b></td>
+
+<td>array of point coordinates</td>
+</tr>
+
+<tr>
+<td><b><tt>contours</tt></b></td>
+
+<td>array of contour end indices</td>
+</tr>
+
+<tr>
+<td><b><tt>flags</tt></b></td>
+
+<td>array of point flags</td>
+</tr>
+</table></center>
+
+<p>Here, <b><tt>points</tt></b> is a pointer to an array of <tt>FT_Vector</tt>
+records, used to store the vectorial coordinates of each outline point.
+These are expressed in 1/64th of a pixel, which is also known as the <i>26.6
+fixed float format</i>.
+<p><b><tt>contours</tt></b> is an array of point indices used to delimit
+contours in the outline. For example, the first contour always starts at
+point 0, and ends a point <b><tt>contours[0]</tt></b>. The second contour
+starts at point "<b><tt>contours[0]+1</tt></b>" and ends at <b><tt>contours[1]</tt></b>,
+etc..
+<p>Note that each contour is closed, and that <b><tt>n_points</tt></b>
+should be equal to "<b><tt>contours[n_contours-1]+1</tt></b>" for a valid
+outline.
+<p>Finally, <b><tt>flags</tt></b> is an array of bytes, used to store each
+outline point's tag.
+<br>
+<br> </blockquote>
+</blockquote>
+
+<h3>
+2. Bounding and control box computations :</h3>
+
+<blockquote>A <b>bounding box</b> (also called "<b>bbox</b>") is simply
+the smallest possible rectangle that encloses the shape of a given outline.
+Because of the way arcs are defined, bezier control points are not necessarily
+contained within an outline's bounding box.
+<p>This situation happens when one bezier arc is, for example, the upper
+edge of an outline and an off point happens to be above the bbox. However,
+it is very rare in the case of character outlines because most font designers
+and creation tools always place on points at the extrema of each curved
+edges, as it makes hinting much easier.
+<p>We thus define the <b>control box</b> (a.k.a. the "<b>cbox</b>") as
+the smallest possible rectangle that encloses all points of a given outline
+(including its off points). Clearly, it always includes the bbox, and equates
+it in most cases.
+<p>Unlike the bbox, the cbox is also much faster to compute.
+<br>
+<center><table>
+<tr>
+<td><img SRC="bbox1.png" height=264 width=228></td>
+
+<td><img SRC="bbox2.png" height=229 width=217></td>
+</tr>
+</table></center>
+
+<p>Control and bounding boxes can be computed automatically through the
+functions <b><tt>FT_Get_Outline_CBox</tt></b> and <b><tt>FT_Get_Outline_BBox</tt></b>.
+The former function is always very fast, while the latter <i>may</i> be
+slow in the case of "outside" control points (as it needs to find the extreme
+of conic and cubic arcs for "perfect" computations). If this isn't the
+case, it's as fast as computing the control box.
+<p>Note also that even though most glyph outlines have equal cbox and bbox
+to ease hinting, this is not necessary the case anymore when a
+<br>transform like rotation is applied to them.
+<br> </blockquote>
+
+<h3>
+ 3. Coordinates, scaling and grid-fitting :</h3>
+
+<blockquote>An outline point's vectorial coordinates are expressed in the
+26.6 format, i.e. in 1/64th of a pixel, hence coordinates (1.0, -2.5) is
+stored as the integer pair ( x:64, y: -192 ).
+<p>After a master glyph outline is scaled from the EM grid to the current
+character dimensions, the hinter or grid-fitter is in charge of aligning
+important outline points (mainly edge delimiters) to the pixel grid. Even
+though this process is much too complex to be described in a few lines,
+its purpose is mainly to round point positions, while trying to preserve
+important properties like widths, stems, etc..
+<p>The following operations can be used to round vectorial distances in
+the 26.6 format to the grid :
+<center>
+<p><tt>round(x) == (x+32) & -64</tt>
+<br><tt>floor(x) == x &
+-64</tt>
+<br><tt>ceiling(x) == (x+63) & -64</tt></center>
+
+<p>Once a glyph outline is grid-fitted or transformed, it often is interesting
+to compute the glyph image's pixel dimensions before rendering it. To do
+so, one has to consider the following :
+<p>The scan-line converter draws all the pixels whose <i>centers</i> fall
+inside the glyph shape. It can also detect "<b><i>drop-outs</i></b>", i.e.
+discontinuities coming from extremely thin shape fragments, in order to
+draw the "missing" pixels. These new pixels are always located at a distance
+less than half of a pixel but one cannot predict easily where they'll appear
+before rendering.
+<p>This leads to the following computations :
+<br>
+<ul>
+<li>
+compute the bbox</li>
+</ul>
+
+<ul>
+<li>
+grid-fit the bounding box with the following :</li>
+</ul>
+
+<ul>
+<ul><tt>xmin = floor( bbox.xMin )</tt>
+<br><tt>xmax = ceiling( bbox.xMax )</tt>
+<br><tt>ymin = floor( bbox.yMin )</tt>
+<br><tt>ymax = ceiling( bbox.yMax )</tt></ul>
+
+<li>
+return pixel dimensions, i.e. <tt>width = (xmax - xmin)/64</tt> and <tt>height
+= (ymax - ymin)/64</tt></li>
+</ul>
+
+<p><br>By grid-fitting the bounding box, one guarantees that all the pixel
+centers that are to be drawn, <b><i>including those coming from drop-out
+control</i></b>, will be <b><i>within</i></b> the adjusted box. Then the
+box's dimensions in pixels can be computed.
+<p>Note also that, when <i>translating</i> a <i>grid-fitted outline</i>,
+one should <b><i>always</i></b> use <b><i>integer distances</i></b> to
+move an outline in the 2D plane. Otherwise, glyph edges won't be aligned
+on the pixel grid anymore, and the hinter's work will be lost, producing
+<b><i>very
+low quality </i></b>bitmaps and pixmaps..</blockquote>
+</blockquote>
+
+<hr WIDTH="100%">
+<h2>
+VII. FreeType bitmaps :</h2>
+
+<blockquote>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.
+<br>
+<h3>
+1. FreeType bitmap and pixmap descriptor :</h3>
+
+<blockquote>A bitmap or pixmap is described through a single structure,
+called <tt>FT_Raster_Map</tt>. It is a simple descriptor whose fields are
+:
+<br>
+<br>
+<center><table CELLSPACING=3 CELLPADDING=5 BGCOLOR="#CCCCCC" >
+<caption><tt>FT_Raster_Map</tt></caption>
+
+<tr>
+<td><b>rows</b></td>
+
+<td>the number of rows, i.e. lines, in the bitmap</td>
+</tr>
+
+<tr>
+<td><b>width</b></td>
+
+<td>the number of horizontal pixels in the bitmap</td>
+</tr>
+
+<tr>
+<td><b>cols</b></td>
+
+<td>the number of "columns", i.e. bytes per line, in the bitmap</td>
+</tr>
+
+<tr>
+<td><b>flow</b></td>
+
+<td>the bitmap's flow, i.e. orientation of rows (see below)</td>
+</tr>
+
+<tr>
+<td><b>pix_bits</b></td>
+
+<td>the number of bits per pixels. valid values are 1, 4, 8 and 16</td>
+</tr>
+
+<tr>
+<td><b>buffer</b></td>
+
+<td>a typeless pointer to the bitmap pixel bufer</td>
+</tr>
+</table></center>
+
+<p>The bitmap's <b><tt>flow</tt></b> determines wether the rows in the
+pixel buffer are stored in ascending or descending order. Possible values
+are <b><tt>FT_Flow_Up</tt></b> (value 1) and <b><tt>FT_Flow_Down</tt></b>
+(value -1).
+<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>In the case of an '<i>up</i>' flow, the rows are stored in increasing
+vertical position, which means that the first bytes of the pixel buffer
+are part of the <i>lower</i> bitmap row. On the opposite, a '<i>down</i>'
+flow means that the first buffer bytes are part of the <i>upper</i> bitmap
+row, i.e. the last one in ascending order.
+<p>As a hint, consider that when rendering an outline into a Windows or
+X11 bitmap buffer, one should always use a down flow in the bitmap descriptor.
+<br>
+<center><table>
+<tr>
+<td><img SRC="up_flow.png" height=298 width=291></td>
+
+<td><img SRC="down_flow.png" height=298 width=313></td>
+</tr>
+
+<tr>
+<td></td>
+
+<td></td>
+</tr>
+</table></center>
+</blockquote>
+
+<h3>
+2. Vectorial versus pixel coordinates :</h3>
+
+<blockquote>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>
+</blockquote>
+
+<h3>
+3. Converting outlines into bitmaps and pixmaps :</h3>
+
+<blockquote>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 calling the function
+<b><tt>FT_Get_Outline_Bitmap</tt></b>.
+These are :
+<br>
+<ul>
+<li>
+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 III).</li>
+</ul>
+
+<ul>
+<li>
+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>).</li>
+</ul>
+
+<ul>
+<li>
+When calling <b><tt>FT_Get_Outline_Bitmap</tt></b>, everything that falls
+within the bitmap window is rendered, the rest is ignored.</li>
+</ul>
+
+<p><br>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
+:
+<ul>
+<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>
+</ul>
+
+<center><img SRC="clipping.png" height=151 width=539></center>
+
+<p><br>
+<br>
+<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>For example, the correct way of creating a <i>standalone</i> glyph bitmap
+is thus to :
+<br>
+<ul>
+<li>
+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).</li>
+</ul>
+
+<ul>
+<li>
+Create the bitmap with the computed dimensions. Don’t forget to fill the
+pixel buffer with the background color.</li>
+</ul>
+
+<ul>
+<li>
+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>.</li>
+</ul>
+
+<ul>
+<li>
+Call the function <b><tt>FT_Get_Outline_Bitmap</tt></b>.</li>
+</ul>
+
+<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>
+
+<h2>
+
+<hr WIDTH="100%"></h2>
+
+<h2>
+VII. FreeType anti-aliasing :</h2>
+<b><i>IMPORTANT NOTE :</i></b>
+<br>This section is still in progress, as the way FreeType 2 handles anti-aliased
+rendering hasn't been definitely set yet. The main reason being that a
+flexible way of doing things is needed in order to allow further improvements
+in the raster (i.e. number of gray levels > 100, etc..).
+<blockquote>
+<h3>
+1. What is anti-aliasing :</h3>
+
+<blockquote>Anti-aliasing works by using various levels of grays to reduce
+the "staircase" artefacts visible on the diagonals and curves of glyph
+bitmaps. It is a way to artificially enhance the display resolution of
+the target device. It can smooth out considerably displayed or printed
+text.</blockquote>
+
+<h3>
+2. How does it work with FreeType :</h3>
+
+<blockquote>FreeType's scan-line converter is able to produce anti-aliased
+output directly. It is however limited to 8-bit pixmaps and 5 levels of
+grays (or 17 levels, depending on a build configuration option). Here's
+how one should use it :
+<h4>
+a. Set the gray-level palette :</h4>
+
+<blockquote>The scan-line converter uses 5 levels for anti-aliased output.
+Level 0 corresponds to the text background color (e.g. white), and level
+5 to the text foreground color. Intermediate levels are used for intermediate
+shades of grays.
+<p>You must set the raster's palette when you want to use different colors,
+use the function <b><tt>FT_Raster_Set_Palette</tt></b> as in :
+<p><tt>{</tt>
+<br><tt> static const char gray_palette[5] = { 0, 7, 15, 31,
+63 };</tt>
+<br><tt> …</tt>
+<br><tt> error = FT_Set_Raster_Palette( library, 5, palette );</tt>
+<br><tt>}</tt>
+<br>
+<ul>
+<li>
+The first parameter is a handle to a FreeType library object. See the user
+guide for more details (the library contains a scan-line converter object).</li>
+</ul>
+
+<ul>
+<li>
+The second parameter is the number of entries in the gray-level palette.
+Valid values are 5 and 17 for now, but this may change in later implementations.</li>
+</ul>
+
+<ul>
+<li>
+The last parameter is a pointer to a char table containing the pixel value
+for each of the gray-levels. In this example, we use a background color
+of 0, a foreground color of 63, and intermediate values in-between.</li>
+</ul>
+
+<p><br>The palette is copied in the raster object, as well as processed
+to build several lookup-tables necessary for the internal anti-aliasing
+algorithm.
+<br> </blockquote>
+
+<h4>
+b. Render the pixmap :</h4>
+
+<blockquote>The scan-line converter doesn't create bitmaps or pixmaps,
+it simply renders into those that are passed as parameters to the function
+<b><tt>FT_Get_Outline_Bitmap</tt></b>.
+To render an anti-aliased pixmap, simply set the target bitmap’s depth
+to 8. Note however that this target 8-bit pixmap must always have a '<b><tt>cols</tt></b>'
+field padded to 32-bits, which means that the number of bytes per lines
+of the pixmap must be a multiple of 4 !
+<p>Once the palette has been set, and the pixmap buffer has been created
+to receive the glyph image, simply call <b><tt>FT_Get_Outline_Bitmap</tt></b>.
+Take care of clearing the target pixmap with the background color before
+calling this function. For the sake of simplicity and efficiency, the raster
+is not able to compose anti-aliased glyph images on a pre-existing images.
+<p>Here's some code demonstrating how to load and render a single glyph
+pixmap :
+<p><tt>{</tt>
+<br><tt> FT_Outline outline;</tt>
+<br><tt> FT_Raster_Map pixmap;</tt>
+<br><tt> FT_BBox cbox;</tt>
+<br><tt> …</tt>
+<p><i><tt> // load the outline</tt></i>
+<br><tt> …</tt>
+<p><i><tt> // compute glyph dimensions (grid-fit cbox, etc..)</tt></i>
+<br><tt> FT_Get_Outline_CBox( &outline, &cbox );</tt>
+<p><tt> cbox.xMin = cbox.xMin & -64;
+// floor(xMin)</tt>
+<br><tt> cbox.yMin = cbox.yMin & -64;
+// floor(yMin)</tt>
+<br><tt> cbox.xMax = (cbox.xMax+32) & -64; // ceiling(xMax)</tt>
+<br><tt> cbox.yMax = (cbox.yMax+32) & -64; // ceiling(yMax)</tt>
+<p><tt> pixmap.width = (cbox.xMax - cbox.xMin)/64;</tt>
+<br><tt> pixmap.rows = (cbox.yMax - cbox.yMin)/64;</tt>
+<p><i><tt> // fill the pixmap descriptor and create the pixmap buffer</tt></i>
+<br><i><tt> // don't forget to pad the 'cols' field to 32 bits</tt></i>
+<br><tt> pixmap.pix_bits = 8;</tt>
+<br><tt> pixmap.flow = FT_Flow_Down;</tt>
+<br><tt> pixmap.cols = (pixmap.width+3) &
+-4; // pad 'cols' to 32 bits</tt>
+<br><tt> pixmap.buffer = malloc( pixmap.cols * pixmap.rows
+);</tt>
+<p><i><tt> // fill the pixmap buffer with the background color</tt></i>
+<br><i><tt> //</tt></i>
+<br><tt> memset( pixmap.buffer, 0, pixmap.cols*pixmap.rows );</tt>
+<p><i><tt> // translate the outline to match (0,0) with the glyph's</tt></i>
+<br><i><tt> // lower left corner (ignore the bearings)</tt></i>
+<br><i><tt> // the cbox is grid-fitted, we won't ruin the hinting.</tt></i>
+<br><i><tt> //</tt></i>
+<br><tt> FT_Translate_Outline( &outline, -cbox.xMin, -cbox.yMin
+);</tt>
+<p><i><tt> // render the anti-aliased glyph pixmap</tt></i>
+<br><tt> error = FT_Get_Outline_Bitmap( library, &outline, &pixmap
+);</tt>
+<p><tt> // save the bearings for later use..</tt>
+<br><tt> corner_x = cbox.xMin / 64;</tt>
+<br><tt> corner_y = cbox.yMin / 64;</tt>
+<br><tt>}</tt>
+<p>The resulting pixmap is always anti-aliased.</blockquote>
+</blockquote>
+
+<h3>
+3. Possible enhancements :</h3>
+
+<blockquote>FreeType's raster (i.e. its scan-line converter) is currently
+limited to producing either 1-bit bitmaps or anti-aliased 8-bit pixmaps.
+It is not possible, for example, to draw directly a bitmapped glyph image
+into a 4, 8 or 16-bit pixmap through a call to FT_Get_Outline_Bitmap.
+<p>Moreover, the anti-aliasing filter is limited to use 5 or 17 levels
+of grays (through 2x2 and 4x4 sub-sampling). There are cases where this
+could seem insufficient for optimal results and where a higher number of
+levels like 64 or 128 would be a good thing.
+<p>These enhancements are all possible but not planned for an immediate
+future of the FreeType engine.</blockquote>
+</blockquote>
+
+</body>
+</html>