I ran it on Windows with two different versions of libfreetype (while keeping the same version of PyGame and everything else) and saw different results - with one version all glyphs showed the same "advance" metric, with the other they varied by two pixels over a wide range of font sizes. I ran it on two Ubuntu machines and in both cases all glyphs showed constant advance. However, in all cases I saw no difference between the two versions of FreeMono that I tried, 20100919 and 20090104, as linked above by Sam.
It would be interesting to see what the result is on 12.04. Here are the results from the systems I used:
The script expects you to have the ttf fonts to test in the working directory. I've focused on the results of the font.metrics method, because as far as I can tell it correlates with the observed width of rendered glyphs, but it eliminates some potential confounding factors during rendering, such as kerning.
I ran a few tests to try to narrow this down, but I don't have a Ubuntu 12.04 system yet, so they may be of limited use.
I used this test script:
http:// pastebin. com/tgmShFQm
I ran it on Windows with two different versions of libfreetype (while keeping the same version of PyGame and everything else) and saw different results - with one version all glyphs showed the same "advance" metric, with the other they varied by two pixels over a wide range of font sizes. I ran it on two Ubuntu machines and in both cases all glyphs showed constant advance. However, in all cases I saw no difference between the two versions of FreeMono that I tried, 20100919 and 20090104, as linked above by Sam.
It would be interesting to see what the result is on 12.04. Here are the results from the systems I used:
http:// pastebin. com/8SK3vRtT
About the script:
The script expects you to have the ttf fonts to test in the working directory. I've focused on the results of the font.metrics method, because as far as I can tell it correlates with the observed width of rendered glyphs, but it eliminates some potential confounding factors during rendering, such as kerning.