# Font character oversampling for rendering from atlas textures TL,DR: Run oversample.exe on a windows machine to see the benefits of oversampling. Type the name of a .ttf file on the command-line, or it will look for Arial in the Windows font directory. ## About oversampling A common strategy for rendering text is to cache character bitmaps and reuse them. For hinted characters, every instance of a given character is always identical, so this works fine. However, stb_truetype doesn't do hinting. For anti-aliased characters, you can actually position the characters with subpixel precision, and get different bitmaps based on that positioning if you re-render the vector data. However, if you simply cache a single version of the bitmap and draw it at different subpixel positions with a GPU, you will get either the exact same result (if you use point-sampling on the texture) or linear filtering. Linear filtering will cause a sub-pixel positioned bitmap to blur further, causing a visible desharpening of the character. (And, since the character wasn't hinted, it was already blurrier than a hinted one would be, and not it gets even more blurry.) You can avoid this by caching multiple variants of a character which were rendered independently from the vector data. For example, you might cache 3 versions of a char, at 0, 1/3, and 2/3rds of a pixel horizontal offset, and always require characters to fall on integer positions vertically. When creating a texture atlas for use on GPUs, which support bilinear filtering, there is a better approach than caching several indepdent positions, which is to allow lerping between the versions to allow finer subpixel positioning. You can achieve these by interleaving each of the cached bitmaps, but this turns out to be mathematically equivalent to a simpler operation: oversampling and prefiltering the characters. So, setting oversampling of 2x2 in stb_truetype is equivalent to caching each character in 4 different variations, 1 for each subpixel position in a 2x2 set.