Document native glyph raster backlog
This commit is contained in:
@@ -3374,7 +3374,14 @@ self-test checks the calibrated variation and both 24px/16px spacing examples.
|
||||
Validation: engine **431/431**, zero-warning Godot build, and threaded `SELFTEST OK` with
|
||||
`font-calibration=ok`. The probes were deliberately disposable; the canonical measurements live in
|
||||
`docs/engine-re.md` rather than adding a Windows-only runtime/tool dependency. User visual acceptance
|
||||
passed on 2026-07-28.
|
||||
was provisional on 2026-07-28. A later same-page native/port comparison retained exact placement and
|
||||
horizontal bounds but found the port 45% lower in bright-pixel population with much softer edges. The
|
||||
raw GDI/Godot coverage-sum comparison was therefore not a valid equivalence oracle. Follow-up Ghidra
|
||||
work established that AGE uses a GDI-synthesized weight-700 `GGO_GRAY4_BITMAP` and its own integer
|
||||
glyph/outline compositor, whereas the slice uses FreeType embolden and Godot's outline primitive.
|
||||
The required fidelity follow-up is implementation of that decoded mask contract; screenshots remain
|
||||
validation evidence, not the source of rendering behavior. That work is deferred until gameplay settles
|
||||
and is scoped in `docs/remake-architecture-and-roadmap.md`; it is not the next Phase A/B slice.
|
||||
|
||||
## Persistence native-format reconnaissance complete (2026-07-24)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user