title: Using Win32 TextOut to draw text at an angle
body: <p>I'm using GDI to draw text onto a device context, and I noticed that the kerning or character placement is different if the angle is exactly 0, 90, 180, or 270. As soon as I increase the angle by 1, the character placement differs noticeably.</p>
  
  <p>Rather than creating an <code>HFONT</code> with the angle, I am using <code>ModifyWorldTransform</code> to transform the device context's world coordinates, and then I use <code>TextOut</code> to draw the text onto the device context.</p>
  
  <p>I think that GDI is using font hints or some other special technique when the text is being drawn at exact multiples of 90 degrees, but not for any other angle.</p>
  
  <p>Is there a way to disable this hinting, so that text rendered at 0 degrees does not differ significantly from text rendered at 1 degree?</p>
  
  <p>Here's an example of what I mean (Monotype Corsiva font):</p>
  
  <p><strong>0 degrees</strong>:<br>
  <img src="https://i.stack.imgur.com/ofm2z.png" alt="0 degrees"></p>
  
  <p><strong>1 degree</strong>:<br>
  <img src="https://i.stack.imgur.com/b53i6.png" alt="1 degree"></p>
  
  <p>For some fonts, such as Arial or Tahoma, it is not as noticeable, but I would like to get rid of the difference entirely, even if it means the text is not rendered as best it can.</p>