Edit: Some background can be read on [0].
[0] https://www.freetype.org/freetype2/docs/text-rendering-gener...
Edit: Some background can be read on [0].
[0] https://www.freetype.org/freetype2/docs/text-rendering-gener...
Also regarding hiDPI: I know that you just want to get rid of subpixel antialiasing but you really don't want to get rid of antialiasing in general. It's not really an issue with typefaces, but non-antialiased high-frequency patterns can easily generate unwanted Moiré patterns on you display regardless how high is your display resolution.
For example, most people expect antialiasing (i.e., subsampling across space) but we seem to have written off the idea of motion blur (i.e., subsampling across time), except in some games.
It’s be technically more accurate to draw a quickly-dragged mouse cursor with a (correctly computed) blur, but that’s not generally easy to render today. And motion blur of moving subpixel antialiased text sounds like a nightmare right now, but with the right abstractions it might not be.
I tried reproducing the results using actual Cleartype with black lines on white backgrounds, and "orange-blue" vertical lines appear blurrier than "black" vertical lines.
I use only grayscale antialiasing, even on LoDPI screens. It looks great. Subpixel adds bad color fringes.
Here's a library I've made for an embedded Linux device: https://github.com/Const-me/nanovg At 5" 800x480, subpixel AA improved text a lot.