Outliner Text Overlap #105388

Closed
opened 2023-03-03 00:49:54 +01:00 by Shady Hamza · 7 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18

Blender Version
Broken: version: 3.6.0 Alpha, branch: main, commit date: 2023-03-01 23:48, hash: 6b8cdd597996
Worked: (newest version of Blender that worked as expected)

Short description of error
"P" and "I" letter overlap

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18 **Blender Version** Broken: version: 3.6.0 Alpha, branch: main, commit date: 2023-03-01 23:48, hash: `6b8cdd597996` Worked: (newest version of Blender that worked as expected) **Short description of error** "P" and "I" letter overlap **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]
Shady Hamza added the
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Normal
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Needs Triage
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Report
labels 2023-03-03 00:49:55 +01:00
Member

Your screenshot appears to show uppercase "P" and lowercase "i" overlapping, but I'm not seeing the same thing with default font, default interface scale, and default preferences.

Your capture is shown above, while what I see with all defaults is below:

Textcompare.png

I'm also not seeing what you have captured with Hinting set to None, Slight, or Full. Or turning off antialiasing.

Have you changed the font or made any other text-related changes?

Your screenshot appears to show uppercase "P" and lowercase "i" overlapping, but I'm not seeing the same thing with default font, default interface scale, and default preferences. Your capture is shown above, while what I see with all defaults is below: ![Textcompare.png](/attachments/911d4eb6-8297-4fab-bb1b-83beda911c53) I'm also not seeing what you have captured with Hinting set to None, Slight, or Full. Or turning off antialiasing. Have you changed the font or made any other text-related changes?
Author

Ok here is something interesting, so add a cube, name it Pillar, then move the cube, then the font overlaps, notice it when you move the cube

Ok here is something interesting, so add a cube, name it Pillar, then move the cube, then the font overlaps, notice it when you move the cube
Member

Yes, I see that. Thanks. Weird that it changes on move. Will investigate, but it is probably to do with us turning off kerning for our default font.

Yes, I see that. Thanks. Weird that it changes on move. Will investigate, but it is probably to do with us turning off kerning for our default font.
Harley Acheson added
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labels 2023-03-03 16:36:33 +01:00
Harley Acheson self-assigned this 2023-03-03 19:52:46 +01:00
Member

Definitely an issue for me here. The long story...

We didn't have kerning working for a while, but that was fixed in 3.0 or so. But then in 3.1 while updating our font for a new language someone accidentally deleted its 'kern' table. I noticed that during 3.4 and fixed it.

But having kerning working again after that break caused bug reports on the differing placement - people were finding some pairs far too close, which is an issue with that font. So we disabled kerning for our default font in 3.4

What you are seeing is interesting. That initial "Pillar" where the "P" and "i" don't touch is how that font is meant to show that word at that size without kerning. This is what we want and obviously the better result.

But when you move the object and it changes to show the "P" and "i" touching. That is what this font looks like for that word at that size when kerning is enabled. Illustrating the reason why we disabled kerning for that font. At that point our text output is using the font's kern table even though I thought I had disabled it (by clearing its FT_FACE_FLAG_KERNING face flag). So there is some problem there, probably something dumb I have done.

Definitely an issue for me here. The long story... We didn't have kerning working for a while, but that was fixed in 3.0 or so. But then in 3.1 while updating our font for a new language someone accidentally deleted its 'kern' table. I noticed that during 3.4 and fixed it. But having kerning working again after that break caused bug reports on the differing placement - people were finding some pairs far too close, which is an issue with that font. So we disabled kerning for our default font in 3.4 What you are seeing is interesting. That initial "Pillar" where the "P" and "i" don't touch is how that font is meant to show that word at that size **without** kerning. This is what we want and obviously the better result. But when you move the object and it changes to show the "P" and "i" touching. That is what this font looks like for that word at that size when kerning is enabled. Illustrating the reason why we disabled kerning for that font. At that point our text output is using the font's kern table even though I thought I had disabled it (by clearing its FT_FACE_FLAG_KERNING face flag). So there is some problem there, probably something dumb I have done.
Member

This might be caused by slightly improved behavior by FreeType 2.12.1

We are using the FreeType caching submodule, with settings that are quite constrained.

We are currently only allowing 4 faces to be used and loaded by FreeType at a time (BLF_CACHE_MAX_FACES). That is a bit mean but it is nice to have this at a setting where we can see these kinds of errors, since we haven't been using the cache system for long. If this were set to some large amount it might hide errors that only become visible when users use a lot of fonts at once.

With this set to 4, we initially load the main font, then the mono font twice, for a total of three. You change the name to "Pillar" and it looks normal. But then you select "G" and move and we need to find the fonts that contains some of the characters shown in the statusbar, like the arrows. This causes us to look through our font stack, guessing where they might be. We guess well and only look in NotoEmoji, NotoSansSymbols, and NotoSansSymbols2. But this causes or default font to unload since we are over 4, and when it is reloaded the flag that I tried to disable is reenabled.

Before submitting a PR I'll do a quick check to see that all three loaded fonts were needed to be. Not that it matters much but a good opportunity to check the tuning.

This might be caused by slightly improved behavior by FreeType 2.12.1 We are using the FreeType caching submodule, with settings that are quite constrained. We are currently only allowing 4 faces to be used and loaded by FreeType at a time (BLF_CACHE_MAX_FACES). That is a bit mean but it is nice to have this at a setting where we can see these kinds of errors, since we haven't been using the cache system for long. If this were set to some large amount it might hide errors that only become visible when users use a lot of fonts at once. With this set to 4, we initially load the main font, then the mono font twice, for a total of three. You change the name to "Pillar" and it looks normal. But then you select "G" and move and we need to find the fonts that contains some of the characters shown in the statusbar, like the arrows. This causes us to look through our font stack, guessing where they might be. We guess well and only look in NotoEmoji, NotoSansSymbols, and NotoSansSymbols2. But this causes or default font to unload since we are over 4, and when it is reloaded the flag that I tried to disable is reenabled. Before submitting a PR I'll do a quick check to see that all three loaded fonts were needed to be. Not that it matters much but a good opportunity to check the tuning.
Author

I don't know if these long texts are meant for me or the developers, but I'm not a programmer, sorry to disappoint you if it was meant for me :D, but I have faith that you'll figure it out 💪, thanks for the effort

I don't know if these long texts are meant for me or the developers, but I'm not a programmer, sorry to disappoint you if it was meant for me :D, but I have faith that you'll figure it out 💪, thanks for the effort
Member

Notes to self, really. I forgot that you will also get annoying notifications about them.

Notes to self, really. I forgot that you will also get annoying notifications about them.
Blender Bot added
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labels 2023-03-03 23:17:35 +01:00
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Reference: blender/blender#105388
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