Cool. Thanks. That all makes a ton of sense.
It also explains some of what we would see on various systems too.
If, say target frame buffer was some multiple of the color clock, it would be 320, 640, maybe as low as 160 pixels. (We had a couple of those and it was crappy obvious)
That ramp seems like it needs to align with that clock too, or there would be color fringing. Avoiding it entirely is gonna be soft, or strict limits on color combos.
(How many TV newscasts went with blue and white?)
Going sharper would mean a potential color artifact amd or different ones, depending on the alignment between the color clock and the ramp pixel start?
Say it was a blue fringe. Placing the glyph on an even pixel start might generate a bluish artifact, and a reddish one on an odd pixel. (Assuming 320 pixels for illustration)
Good placement against say a blue background, maybe gradient to also mask even odd line effects...
Were there placement limits per glyph to keep these things consistent? Did you guys get down to that detail?
Some of the graphics seen near the end of SD were sweet! Like almost every issue woven into a nice looking, very clever package.