DarkWyrm wrote: >> IMHO, the best solution is to use a 1bit surface, and draw with a >>single color (changing the color >>would not be possible) and disable AA for text rendering. > > Perhaps the 32-bit thing is too expensive. The only reason that I was > considering it was because of AA. I'm still not convinced that going > without AA is such a great idea. Attached to this e-mail (assuming that > it isn't filtered out) is a comparison I did. At small point sizes, AA > makes all the difference in the shape of some characters. I tend to be > very picky about details on a lot of things, fonts being one of them, > so I ask you is this something that you gentlemen are willing to live > with? If you guys are ok with this, I'll live with it. :) I don't think we have a choice. I think you are missing my point. I fully agree, fonts without AA is something that I definitely don't want to see. But we're dealing with a [clipping] region here. The region works with 2 values only - a point is in the region or it isn't. The non-AA text that you see(on the right), in fact is not a text at all - the points that compose it are just... usual points, just like you put pixel by pixel. For app_server to have what you want, we need to add transparency support for clipping operations - and you know, that we won't have until at least R2. [Basic transparency support we will have, I know. But it is not used in clipping operations but in displaying views in a window. How is that done: by drawing from back to front.] Bye, Adi.