misc/libfreetype/docs/raster.txt
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     1 
       
     2                    How FreeType's rasterizer work
       
     3 
       
     4                           by David Turner
       
     5 
       
     6                         Revised 2007-Feb-01
       
     7 
       
     8 
       
     9 This file  is an  attempt to explain  the internals of  the FreeType
       
    10 rasterizer.  The  rasterizer is of  quite general purpose  and could
       
    11 easily be integrated into other programs.
       
    12 
       
    13 
       
    14   I. Introduction
       
    15 
       
    16  II. Rendering Technology
       
    17      1. Requirements
       
    18      2. Profiles and Spans
       
    19         a. Sweeping the Shape
       
    20         b. Decomposing Outlines into Profiles
       
    21         c. The Render Pool
       
    22         d. Computing Profiles Extents
       
    23         e. Computing Profiles Coordinates
       
    24         f. Sweeping and Sorting the Spans
       
    25 
       
    26 
       
    27 I. Introduction
       
    28 ===============
       
    29 
       
    30   A  rasterizer is  a library  in charge  of converting  a vectorial
       
    31   representation of a shape  into a bitmap.  The FreeType rasterizer
       
    32   has  been  originally developed  to  render  the  glyphs found  in
       
    33   TrueType  files, made  up  of segments  and second-order  Béziers.
       
    34   Meanwhile it has been extended to render third-order Bézier curves
       
    35   also.   This  document  is   an  explanation  of  its  design  and
       
    36   implementation.
       
    37 
       
    38   While  these explanations start  from the  basics, a  knowledge of
       
    39   common rasterization techniques is assumed.
       
    40 
       
    41 
       
    42 II. Rendering Technology
       
    43 ========================
       
    44 
       
    45 1. Requirements
       
    46 ---------------
       
    47 
       
    48   We  assume that  all scaling,  rotating, hinting,  etc.,  has been
       
    49   already done.  The glyph is thus  described by a list of points in
       
    50   the device space.
       
    51 
       
    52   - All point coordinates  are in the 26.6 fixed  float format.  The
       
    53     used orientation is:
       
    54 
       
    55 
       
    56        ^ y
       
    57        |         reference orientation
       
    58        |
       
    59        *----> x
       
    60       0
       
    61 
       
    62 
       
    63     `26.6' means  that 26 bits  are used for  the integer part  of a
       
    64     value   and  6   bits  are   used  for   the   fractional  part.
       
    65     Consequently, the `distance'  between two neighbouring pixels is
       
    66     64 `units' (1 unit = 1/64th of a pixel).
       
    67 
       
    68     Note  that, for  the rasterizer,  pixel centers  are  located at
       
    69     integer   coordinates.   The   TrueType   bytecode  interpreter,
       
    70     however, assumes that  the lower left edge of  a pixel (which is
       
    71     taken  to be  a square  with  a length  of 1  unit) has  integer
       
    72     coordinates.
       
    73 
       
    74 
       
    75         ^ y                                        ^ y
       
    76         |                                          |
       
    77         |            (1,1)                         |      (0.5,0.5)
       
    78         +-----------+                        +-----+-----+
       
    79         |           |                        |     |     |
       
    80         |           |                        |     |     |
       
    81         |           |                        |     o-----+-----> x
       
    82         |           |                        |   (0,0)   |
       
    83         |           |                        |           |
       
    84         o-----------+-----> x                +-----------+
       
    85       (0,0)                             (-0.5,-0.5)
       
    86 
       
    87    TrueType bytecode interpreter          FreeType rasterizer
       
    88 
       
    89 
       
    90     A pixel line in the target bitmap is called a `scanline'.
       
    91 
       
    92   - A  glyph  is  usually  made  of several  contours,  also  called
       
    93     `outlines'.  A contour is simply a closed curve that delimits an
       
    94     outer or inner region of the glyph.  It is described by a series
       
    95     of successive points of the points table.
       
    96 
       
    97     Each point  of the glyph  has an associated flag  that indicates
       
    98     whether  it is  `on' or  `off' the  curve.  Two  successive `on'
       
    99     points indicate a line segment joining the two points.
       
   100 
       
   101     One `off' point amidst two `on' points indicates a second-degree
       
   102     (conic)  Bézier parametric  arc, defined  by these  three points
       
   103     (the `off' point being the  control point, and the `on' ones the
       
   104     start and end points).  Similarly, a third-degree (cubic) Bézier
       
   105     curve  is described  by four  points (two  `off'  control points
       
   106     between two `on' points).
       
   107 
       
   108     Finally,  for  second-order curves  only,  two successive  `off'
       
   109     points  forces the  rasterizer to  create, during  rendering, an
       
   110     `on'  point amidst them,  at their  exact middle.   This greatly
       
   111     facilitates the  definition of  successive Bézier arcs.
       
   112 
       
   113   The parametric form of a second-order Bézier curve is:
       
   114 
       
   115       P(t) = (1-t)^2*P1 + 2*t*(1-t)*P2 + t^2*P3
       
   116 
       
   117       (P1 and P3 are the end points, P2 the control point.)
       
   118 
       
   119   The parametric form of a third-order Bézier curve is:
       
   120 
       
   121       P(t) = (1-t)^3*P1 + 3*t*(1-t)^2*P2 + 3*t^2*(1-t)*P3 + t^3*P4
       
   122 
       
   123       (P1 and P4 are the end points, P2 and P3 the control points.)
       
   124 
       
   125   For both formulae, t is a real number in the range [0..1].
       
   126 
       
   127   Note  that the rasterizer  does not  use these  formulae directly.
       
   128   They exhibit,  however, one very  useful property of  Bézier arcs:
       
   129   Each  point of  the curve  is a  weighted average  of  the control
       
   130   points.
       
   131 
       
   132   As all weights  are positive and always sum up  to 1, whatever the
       
   133   value  of t,  each arc  point lies  within the  triangle (polygon)
       
   134   defined by the arc's three (four) control points.
       
   135 
       
   136   In  the following,  only second-order  curves are  discussed since
       
   137   rasterization of third-order curves is completely identical.
       
   138 
       
   139   Here some samples for second-order curves.
       
   140 
       
   141 
       
   142                                         *            # on curve
       
   143                                                      * off curve
       
   144                                      __---__
       
   145         #-__                      _--       -_
       
   146             --__                _-            -
       
   147                 --__           #               \
       
   148                     --__                        #
       
   149                         -#
       
   150                                  Two `on' points
       
   151          Two `on' points       and one `off' point
       
   152                                   between them
       
   153 
       
   154                       *
       
   155         #            __      Two `on' points with two `off'
       
   156          \          -  -     points between them. The point
       
   157           \        /    \    marked `0' is the middle of the
       
   158            -      0      \   `off' points, and is a `virtual
       
   159             -_  _-       #   on' point where the curve passes.
       
   160               --             It does not appear in the point
       
   161               *              list.
       
   162 
       
   163 
       
   164 2. Profiles and Spans
       
   165 ---------------------
       
   166 
       
   167   The following is a basic explanation of the _kind_ of computations
       
   168   made  by  the   rasterizer  to  build  a  bitmap   from  a  vector
       
   169   representation.  Note  that the actual  implementation is slightly
       
   170   different, due to performance tuning and other factors.
       
   171 
       
   172   However, the following ideas remain  in the same category, and are
       
   173   more convenient to understand.
       
   174 
       
   175 
       
   176   a. Sweeping the Shape
       
   177 
       
   178     The best way to fill a shape is to decompose it into a number of
       
   179     simple  horizontal segments,  then turn  them on  in  the target
       
   180     bitmap.  These segments are called `spans'.
       
   181 
       
   182                 __---__
       
   183              _--       -_
       
   184            _-            -
       
   185           -               \
       
   186          /                 \
       
   187         /                   \
       
   188        |                     \
       
   189 
       
   190                 __---__         Example: filling a shape
       
   191              _----------_                with spans.
       
   192            _--------------
       
   193           ----------------\
       
   194          /-----------------\    This is typically done from the top
       
   195         /                   \   to the bottom of the shape, in a
       
   196        |           |         \  movement called a `sweep'.
       
   197                    V
       
   198 
       
   199                 __---__
       
   200              _----------_
       
   201            _--------------
       
   202           ----------------\
       
   203          /-----------------\
       
   204         /-------------------\
       
   205        |---------------------\
       
   206 
       
   207 
       
   208     In  order  to draw  a  span,  the  rasterizer must  compute  its
       
   209     coordinates, which  are simply the x coordinates  of the shape's
       
   210     contours, taken on the y scanlines.
       
   211 
       
   212 
       
   213                    /---/    |---|   Note that there are usually
       
   214                   /---/     |---|   several spans per scanline.
       
   215         |        /---/      |---|
       
   216         |       /---/_______|---|   When rendering this shape to the
       
   217         V      /----------------|   current scanline y, we must
       
   218               /-----------------|   compute the x values of the
       
   219            a /----|         |---|   points a, b, c, and d.
       
   220       - - - *     * - - - - *   * - - y -
       
   221            /     / b       c|   |d
       
   222 
       
   223 
       
   224                    /---/    |---|
       
   225                   /---/     |---|  And then turn on the spans a-b
       
   226                  /---/      |---|  and c-d.
       
   227                 /---/_______|---|
       
   228                /----------------|
       
   229               /-----------------|
       
   230            a /----|         |---|
       
   231       - - - ####### - - - - ##### - - y -
       
   232            /     / b       c|   |d
       
   233 
       
   234 
       
   235   b. Decomposing Outlines into Profiles
       
   236 
       
   237     For  each  scanline during  the  sweep,  we  need the  following
       
   238     information:
       
   239 
       
   240     o The  number of  spans on  the current  scanline, given  by the
       
   241       number of  shape points  intersecting the scanline  (these are
       
   242       the points a, b, c, and d in the above example).
       
   243 
       
   244     o The x coordinates of these points.
       
   245 
       
   246     x coordinates are  computed before the sweep, in  a phase called
       
   247     `decomposition' which converts the glyph into *profiles*.
       
   248 
       
   249     Put it simply, a `profile'  is a contour's portion that can only
       
   250     be either ascending or descending,  i.e., it is monotonic in the
       
   251     vertical direction (we also say  y-monotonic).  There is no such
       
   252     thing as a horizontal profile, as we shall see.
       
   253 
       
   254     Here are a few examples:
       
   255 
       
   256 
       
   257       this square
       
   258                                           1         2
       
   259          ---->----     is made of two
       
   260         |         |                       |         |
       
   261         |         |       profiles        |         |
       
   262         ^         v                       ^    +    v
       
   263         |         |                       |         |
       
   264         |         |                       |         |
       
   265          ----<----
       
   266 
       
   267                                          up        down
       
   268 
       
   269 
       
   270       this triangle
       
   271 
       
   272              P2                             1          2
       
   273 
       
   274              |\        is made of two       |         \
       
   275           ^  | \  \                         |          \
       
   276           | |   \  \      profiles         |            \      |
       
   277          |  |    \  v                  ^   |             \     |
       
   278            |      \                    |  |         +     \    v
       
   279            |       \                   |  |                \
       
   280         P1 ---___   \                     ---___            \
       
   281                  ---_\                          ---_         \
       
   282              <--__     P3                   up           down
       
   283 
       
   284 
       
   285 
       
   286       A more general contour can be made of more than two profiles:
       
   287 
       
   288               __     ^
       
   289              /  |   /  ___          /    |
       
   290             /   |     /   |        /     |       /     |
       
   291            |    |    /   /    =>  |      v      /     /
       
   292            |    |   |   |         |      |     ^     |
       
   293         ^  |    |___|   |  |      ^   +  |  +  |  +  v
       
   294         |  |           |   v      |                 |
       
   295            |           |          |           up    |
       
   296            |___________|          |    down         |
       
   297 
       
   298                 <--               up              down
       
   299 
       
   300 
       
   301     Successive  profiles are  always joined  by  horizontal segments
       
   302     that are not part of the profiles themselves.
       
   303 
       
   304     For  the  rasterizer,  a  profile  is  simply  an  *array*  that
       
   305     associates  one  horizontal *pixel*  coordinate  to each  bitmap
       
   306     *scanline*  crossed  by  the  contour's section  containing  the
       
   307     profile.  Note that profiles are *oriented* up or down along the
       
   308     glyph's original flow orientation.
       
   309 
       
   310     In other graphics libraries, profiles are also called `edges' or
       
   311     `edgelists'.
       
   312 
       
   313 
       
   314   c. The Render Pool
       
   315 
       
   316     FreeType  has been designed  to be  able to  run well  on _very_
       
   317     light systems, including embedded systems with very few memory.
       
   318 
       
   319     A render pool  will be allocated once; the  rasterizer uses this
       
   320     pool for all  its needs by managing this  memory directly in it.
       
   321     The  algorithms that are  used for  profile computation  make it
       
   322     possible to use  the pool as a simple  growing heap.  This means
       
   323     that this  memory management is  actually quite easy  and faster
       
   324     than any kind of malloc()/free() combination.
       
   325 
       
   326     Moreover,  we'll see  later that  the rasterizer  is  able, when
       
   327     dealing with profiles too large  and numerous to lie all at once
       
   328     in  the render  pool, to  immediately decompose  recursively the
       
   329     rendering process  into independent sub-tasks,  each taking less
       
   330     memory to be performed (see `sub-banding' below).
       
   331 
       
   332     The  render pool doesn't  need to  be large.   A 4KByte  pool is
       
   333     enough for nearly all renditions, though nearly 100% slower than
       
   334     a more comfortable 16KByte or 32KByte pool (that was tested with
       
   335     complex glyphs at sizes over 500 pixels).
       
   336 
       
   337 
       
   338   d. Computing Profiles Extents
       
   339 
       
   340     Remember that a profile is an array, associating a _scanline_ to
       
   341     the x pixel coordinate of its intersection with a contour.
       
   342 
       
   343     Though it's not exactly how the FreeType rasterizer works, it is
       
   344     convenient  to think  that  we need  a  profile's height  before
       
   345     allocating it in the pool and computing its coordinates.
       
   346 
       
   347     The profile's height  is the number of scanlines  crossed by the
       
   348     y-monotonic section of a contour.  We thus need to compute these
       
   349     sections from  the vectorial description.  In order  to do that,
       
   350     we are  obliged to compute all  (local and global)  y extrema of
       
   351     the glyph (minima and maxima).
       
   352 
       
   353 
       
   354            P2             For instance, this triangle has only
       
   355                           two y-extrema, which are simply
       
   356            |\
       
   357            | \               P2.y  as a vertical maximum
       
   358           |   \              P3.y  as a vertical minimum
       
   359           |    \
       
   360          |      \            P1.y is not a vertical extremum (though
       
   361          |       \           it is a horizontal minimum, which we
       
   362       P1 ---___   \          don't need).
       
   363                ---_\
       
   364                      P3
       
   365 
       
   366 
       
   367     Note  that the  extrema are  expressed  in pixel  units, not  in
       
   368     scanlines.   The triangle's  height  is certainly  (P3.y-P2.y+1)
       
   369     pixel  units,   but  its  profiles'  heights   are  computed  in
       
   370     scanlines.  The exact conversion is simple:
       
   371 
       
   372       - min scanline = FLOOR  ( min y )
       
   373       - max scanline = CEILING( max y )
       
   374 
       
   375     A problem  arises with Bézier  Arcs.  While a segment  is always
       
   376     necessarily y-monotonic (i.e.,  flat, ascending, or descending),
       
   377     which makes extrema computations easy,  the ascent of an arc can
       
   378     vary between its control points.
       
   379 
       
   380 
       
   381                           P2
       
   382                          *
       
   383                                        # on curve
       
   384                                        * off curve
       
   385                    __-x--_
       
   386                 _--       -_
       
   387           P1  _-            -          A non y-monotonic Bézier arc.
       
   388              #               \
       
   389                               -        The arc goes from P1 to P3.
       
   390                                \
       
   391                                 \  P3
       
   392                                  #
       
   393 
       
   394 
       
   395     We first  need to be  able to easily detect  non-monotonic arcs,
       
   396     according to  their control points.  I will  state here, without
       
   397     proof, that the monotony condition can be expressed as:
       
   398 
       
   399       P1.y <= P2.y <= P3.y   for an ever-ascending arc
       
   400 
       
   401       P1.y >= P2.y >= P3.y   for an ever-descending arc
       
   402 
       
   403     with the special case of
       
   404 
       
   405       P1.y = P2.y = P3.y     where the arc is said to be `flat'.
       
   406 
       
   407     As  you can  see, these  conditions can  be very  easily tested.
       
   408     They are, however, extremely important, as any arc that does not
       
   409     satisfy them necessarily contains an extremum.
       
   410 
       
   411     Note  also that  a monotonic  arc can  contain an  extremum too,
       
   412     which is then one of its `on' points:
       
   413 
       
   414 
       
   415         P1           P2
       
   416           #---__   *         P1P2P3 is ever-descending, but P1
       
   417                 -_           is an y-extremum.
       
   418                   -
       
   419            ---_    \
       
   420                ->   \
       
   421                      \  P3
       
   422                       #
       
   423 
       
   424 
       
   425     Let's go back to our previous example:
       
   426 
       
   427 
       
   428                           P2
       
   429                          *
       
   430                                        # on curve
       
   431                                        * off curve
       
   432                    __-x--_
       
   433                 _--       -_
       
   434           P1  _-            -          A non-y-monotonic Bézier arc.
       
   435              #               \
       
   436                               -        Here we have
       
   437                                \              P2.y >= P1.y &&
       
   438                                 \  P3         P2.y >= P3.y      (!)
       
   439                                  #
       
   440 
       
   441 
       
   442     We need to  compute the vertical maximum of this  arc to be able
       
   443     to compute a profile's height (the point marked by an `x').  The
       
   444     arc's equation indicates that  a direct computation is possible,
       
   445     but  we rely  on a  different technique,  which use  will become
       
   446     apparent soon.
       
   447 
       
   448     Bézier  arcs have  the  special property  of  being very  easily
       
   449     decomposed into two sub-arcs,  which are themselves Bézier arcs.
       
   450     Moreover, it is easy to prove that there is at most one vertical
       
   451     extremum on  each Bézier arc (for  second-degree curves; similar
       
   452     conditions can be found for third-order arcs).
       
   453 
       
   454     For instance,  the following arc  P1P2P3 can be  decomposed into
       
   455     two sub-arcs Q1Q2Q3 and R1R2R3:
       
   456 
       
   457 
       
   458                     P2
       
   459                    *
       
   460                                     # on  curve
       
   461                                     * off curve
       
   462 
       
   463 
       
   464                                     original Bézier arc P1P2P3.
       
   465                 __---__
       
   466              _--       --_
       
   467            _-             -_
       
   468           -                 -
       
   469          /                   \
       
   470         /                     \
       
   471        #                       #
       
   472      P1                         P3
       
   473 
       
   474 
       
   475 
       
   476                     P2
       
   477                    *
       
   478 
       
   479 
       
   480 
       
   481                    Q3                 Decomposed into two subarcs
       
   482           Q2                R2        Q1Q2Q3 and R1R2R3
       
   483             *   __-#-__   *
       
   484              _--       --_
       
   485            _-       R1    -_          Q1 = P1         R3 = P3
       
   486           -                 -         Q2 = (P1+P2)/2  R2 = (P2+P3)/2
       
   487          /                   \
       
   488         /                     \            Q3 = R1 = (Q2+R2)/2
       
   489        #                       #
       
   490      Q1                         R3    Note that Q2, R2, and Q3=R1
       
   491                                       are on a single line which is
       
   492                                       tangent to the curve.
       
   493 
       
   494 
       
   495     We have then decomposed  a non-y-monotonic Bézier curve into two
       
   496     smaller sub-arcs.  Note that in the above drawing, both sub-arcs
       
   497     are monotonic, and that the extremum is then Q3=R1.  However, in
       
   498     a  more general  case,  only  one sub-arc  is  guaranteed to  be
       
   499     monotonic.  Getting back to our former example:
       
   500 
       
   501 
       
   502                     Q2
       
   503                    *
       
   504 
       
   505                    __-x--_ R1
       
   506                 _--       #_
       
   507           Q1  _-        Q3  -   R2
       
   508              #               \ *
       
   509                               -
       
   510                                \
       
   511                                 \  R3
       
   512                                  #
       
   513 
       
   514 
       
   515     Here, we see that,  though Q1Q2Q3 is still non-monotonic, R1R2R3
       
   516     is ever  descending: We  thus know that  it doesn't  contain the
       
   517     extremum.  We can then re-subdivide Q1Q2Q3 into two sub-arcs and
       
   518     go  on recursively,  stopping  when we  encounter two  monotonic
       
   519     subarcs, or when the subarcs become simply too small.
       
   520 
       
   521     We  will finally  find  the vertical  extremum.   Note that  the
       
   522     iterative process of finding an extremum is called `flattening'.
       
   523 
       
   524 
       
   525   e. Computing Profiles Coordinates
       
   526 
       
   527     Once we have the height of each profile, we are able to allocate
       
   528     it in the render pool.   The next task is to compute coordinates
       
   529     for each scanline.
       
   530 
       
   531     In  the case  of segments,  the computation  is straightforward,
       
   532     using  the  Euclidean   algorithm  (also  known  as  Bresenham).
       
   533     However, for Bézier arcs, the job is a little more complicated.
       
   534 
       
   535     We assume  that all Béziers that  are part of a  profile are the
       
   536     result of  flattening the curve,  which means that they  are all
       
   537     y-monotonic (ascending  or descending, and never  flat).  We now
       
   538     have  to compute the  intersections of  arcs with  the profile's
       
   539     scanlines.  One  way is  to use a  similar scheme  to flattening
       
   540     called `stepping'.
       
   541 
       
   542 
       
   543                                  Consider this arc, going from P1 to
       
   544       ---------------------      P3.  Suppose that we need to
       
   545                                  compute its intersections with the
       
   546                                  drawn scanlines.  As already
       
   547       ---------------------      mentioned this can be done
       
   548                                  directly, but the involved
       
   549           * P2         _---# P3  algorithm is far too slow.
       
   550       ------------- _--  --
       
   551                   _-
       
   552                 _/               Instead, it is still possible to
       
   553       ---------/-----------      use the decomposition property in
       
   554               /                  the same recursive way, i.e.,
       
   555              |                   subdivide the arc into subarcs
       
   556       ------|--------------      until these get too small to cross
       
   557             |                    more than one scanline!
       
   558            |
       
   559       -----|---------------      This is very easily done using a
       
   560           |                      rasterizer-managed stack of
       
   561           |                      subarcs.
       
   562           # P1
       
   563 
       
   564 
       
   565   f. Sweeping and Sorting the Spans
       
   566 
       
   567     Once all our profiles have  been computed, we begin the sweep to
       
   568     build (and fill) the spans.
       
   569 
       
   570     As both the  TrueType and Type 1 specifications  use the winding
       
   571     fill  rule (but  with opposite  directions), we  place,  on each
       
   572     scanline, the present profiles in two separate lists.
       
   573 
       
   574     One  list,  called  the  `left'  one,  only  contains  ascending
       
   575     profiles, while  the other `right' list  contains the descending
       
   576     profiles.
       
   577 
       
   578     As  each glyph  is made  of  closed curves,  a simple  geometric
       
   579     property ensures that  the two lists contain the  same number of
       
   580     elements.
       
   581 
       
   582     Creating spans is thus straightforward:
       
   583 
       
   584     1. We sort each list in increasing horizontal order.
       
   585 
       
   586     2. We pair  each value of  the left list with  its corresponding
       
   587        value in the right list.
       
   588 
       
   589 
       
   590                    /     /  |   |          For example, we have here
       
   591                   /     /   |   |          four profiles.  Two of
       
   592                 >/     /    |   |  |       them are ascending (1 &
       
   593               1//     /   ^ |   |  | 2     3), while the two others
       
   594               //     //  3| |   |  v       are descending (2 & 4).
       
   595               /     //4   | |   |          On the given scanline,
       
   596            a /     /<       |   |          the left list is (1,3),
       
   597       - - - *-----* - - - - *---* - - y -  and the right one is
       
   598            /     / b       c|   |d         (4,2) (sorted).
       
   599 
       
   600                                    There are then two spans, joining
       
   601                                    1 to 4 (i.e. a-b) and 3 to 2
       
   602                                    (i.e. c-d)!
       
   603 
       
   604 
       
   605     Sorting doesn't necessarily  take much time, as in  99 cases out
       
   606     of 100, the lists' order is  kept from one scanline to the next.
       
   607     We can  thus implement it  with two simple  singly-linked lists,
       
   608     sorted by a classic bubble-sort, which takes a minimum amount of
       
   609     time when the lists are already sorted.
       
   610 
       
   611     A  previous  version  of  the  rasterizer  used  more  elaborate
       
   612     structures, like arrays to  perform `faster' sorting.  It turned
       
   613     out that  this old scheme is  not faster than  the one described
       
   614     above.
       
   615 
       
   616     Once the spans  have been `created', we can  simply draw them in
       
   617     the target bitmap.
       
   618 
       
   619 ------------------------------------------------------------------------
       
   620 
       
   621 Copyright 2003, 2007 by
       
   622 David Turner, Robert Wilhelm, and Werner Lemberg.
       
   623 
       
   624 This  file  is  part  of the  FreeType  project, and may  only be  used,
       
   625 modified,  and  distributed  under  the  terms of  the FreeType  project
       
   626 license, LICENSE.TXT.   By continuing to use, modify, or distribute this
       
   627 file you  indicate that  you have  read the  license and understand  and
       
   628 accept it fully.
       
   629 
       
   630 
       
   631 --- end of raster.txt ---
       
   632 
       
   633 Local Variables:
       
   634 coding: utf-8
       
   635 End: