A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.

learn more… | top users | synonyms

1
vote
2answers
385 views

Why is my text is too large even when scaled to .05f in libGDX?

I'm trying to scale down my fonts as my game objects are also small. I'd like to scale them down the same way as my sprites. However, if I scale them below .05, the font disappears! My attempt at ...
0
votes
0answers
19 views

How to improve textmesh quality?

In my game I using textmesh, but textmesh has a pixel problem even adjusting scale, character size and font size. How to solve it?
1
vote
0answers
44 views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
1
vote
1answer
66 views

Text rendering techniques for games

I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...
4
votes
2answers
1k views

Legality of AngelCode's BMFont

Is it legal to use a bitmapped version of a proprietary font (such as Arial) in a commercial app? I'm using AngelCode's BMFont to generate a bitmapped version of a few various system installed fonts ...
1
vote
2answers
36 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
17
votes
7answers
1k views

UI mockups to the code

My UI designer has made a lovely photoshop PSD of the UI and everything pretty. The biggest problem I'm having is converting some of the more elegant fonts used into something renderable in-game. Is ...
0
votes
0answers
79 views

Unity3D Mobile System Fonts | Include Font Data | and Licensing

Working with type for Unity mobile apps: I'm struggling to figure out how to work with type when developing / publishing a unity mobile app. Here's my thought process, this isn't my question but if ...
0
votes
1answer
48 views

TTF fonts are being converted to image in CPU or GPU?

Once I use a TTF font, when they are being converted to images to be rendered? Does CPU or GPU do the conversion? How heavy is that operation?
0
votes
2answers
51 views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
1
vote
1answer
131 views

LibGDX scene2d good practices

I'm developing a game using LibGDX and in a part it has a pretty complex UI for profile selection and stuff. I have some general problems. I'd like to know good practices when generate good looking ...
3
votes
2answers
3k views

Problem to match font size to the screen resolution in libgdx

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
0
votes
1answer
46 views

Arbitrary text for chat room

In my game I want to have a chat room where users can enter arbitrary text. I don't think bitmapped fonts will work for me since it must include multilingual characters and emojis (could be wrong ...
1
vote
0answers
49 views

Incorrect Texcoords for Bitmap Font? [closed]

I am writing some code to display text using a bitmap font. However, when I run my game to see my results, I am greeted with a blank screen. I changed the texture to pure white to see if it was even ...
1
vote
2answers
1k views

How do you create fnt (angelcode format) files from existing bitmaps?

I often gets the same problem: Someones creates a nice bitmap font for me in form of a sheet nicely formated into a png, like this: ...and i need to create the angelcode .fnt atlas for using it ...
2
votes
1answer
92 views

Alternative Font loaders in Monogame Framework

While working on projects of mine, I have been finding that it is a huge pain to switch operating systems just to create a simple spritefont when using Monogame. I saw that the Nuclex Framework can ...
2
votes
1answer
204 views

Vertical alignment of a padded font generated by Hiero in libgdx

I've generated bitmap fonts for libgdx using Hiero. I've got several distance field fonts that require a lot of padding, unfortunately they don't seem to align correctly. Below is a font with a ...
24
votes
8answers
8k views

Where can I find fonts for my game? [closed]

Where can I find fonts (preferably free, but a reasonable fee is acceptable) that I can use in my for-pay/commericial game?
1
vote
0answers
115 views

How can I use a texture as a font in Unity3D

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...
0
votes
0answers
37 views

Using fonts in Scene2D GUI

I'm learning how to use Box2D and Scene2D together. I'm trying to create a Sprite class that combines a Box2D body with a Scene2D actor. Before I can do this I need to set up the environment I plan to ...
2
votes
4answers
256 views

.fnt font file offset issues in Unity

I want to display 2D text in Unity using bitmap fonts (.fnt files). There are some solutions out there, but I'm writing my own. Each character is a game object with a SpriteRenderer. It works. ...
0
votes
0answers
90 views

Problem with changing font color in libgdx

I recently noticed that my version of libgdx was way out of date, so I updated from version .9.something to 1.4.1. I copied files for the project I'm working on over into a new project generated with ...
0
votes
1answer
58 views

Varying spritefont quality depending on string

I'm using Kleymissky font size 26 made via Nuclex font renderer (Hinting Method: AutoHinter) - download Why the thickness of the font drawn on screen depends on the string itself? What can I do to ...
0
votes
0answers
412 views

How do I open/edit a *.xnb file in XNA Game Studio 4.0?

I've downloaded a *.xnb font sprite, but I don't know how to open/edit it. I installed XNA Frameword 4.0 in VS 2010. Thanks for your help!
1
vote
1answer
262 views

How do you create a .XNB Font file for use with CocosSharp?

I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with ...
2
votes
3answers
889 views

SharpDX/D3D: How to implement and draw fonts/text

I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to ...
3
votes
1answer
2k views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
1
vote
1answer
332 views

Dialog Title Does Not Fit

I successfully added my own font to the default .json file and it displays, however I get some weird sizing issues. Specifically when I try to create a Dialog. This is what it looks like: Ignore the ...
1
vote
0answers
154 views

Hiero Font not working [closed]

For ease of use I decided I would use the Skin class to make buttons and text, and the like, rather than draw them myself. So I downloaded Hiero to package a .ttf font into a BitmapFont and it all ...
0
votes
1answer
423 views

“Couldn't load font” LibGDX

yesterday I started working om making custom sized fonts to my game, in game, using FreeTypeFaceGenerator, and yesterday it worked fine, except an exception I was going to handle today. When I loaded ...
0
votes
2answers
214 views

Text contains characters that cannot be resolved by this SpriteFont

I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content ...
1
vote
0answers
148 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
2
votes
1answer
266 views

How to make a bitmap font having only a PNG file?

Is there a way to "convert" an existing PNG file with the characters' images into a bitmap font? Basically, I want to create a FNT file using an image like this... ...without the access to a TTF file ...
1
vote
0answers
128 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: Glyph gl; gl.width = face->glyph->metrics.width / 64; ...
4
votes
1answer
439 views

Can't load vector font in Nuclex Framework

I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts ...
1
vote
1answer
167 views

Is there a way to use other fonts, besides the default ones in OpenGLUT?

I'm using OpenGLUT functions like glutBitmapString to render sentences and words in a game. However, there is a limited set of fonts to use and I need some bigger size fonts. Is there a way to add new ...
19
votes
12answers
46k views

Tool to create a bitmap font from a true type font [closed]

What tool do you use to convert ttf fonts to bitmap fonts? Following is a list of features I'm looking for. I'd be happy with any tool really, but one that had these features would be better. ...
0
votes
1answer
1k views

LibGdx and in-game fonts - any proven methods?

I use 3 sizes for fonts in my game: small, medium, and large. I take the base font size and attempt to scale the font based on screen size and density, but this is proving to be pretty hard. Does ...
2
votes
1answer
551 views

Libgdx Get Font Height with a Wrap

is possible to get the 'Height' of a font drawed with the drawWrapped methods (with a wrapWidth) ? getMultiLineBounds only works when \n is used, but when drawing with drawWrapped it doesn't give the ...
0
votes
1answer
334 views

Poor text rendering quality with freetype

This is my first time that I use freetype library and I think I've got some problems. Right now, I draw the bitmap generated by freetype, but the generated image is really low quality. I've been ...
1
vote
1answer
165 views

Reuse VertexBuffer or new VertexBuffer object?

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though. So ...
2
votes
1answer
699 views

AndEngine Font Issue

I am learning AndEngine. I am displaying Hello world using this code: public class myactivity extends SimpleBaseGameActivity { private final int CAMERA_WIDTH = 320; private final int CAMERA_HEIGHT ...
0
votes
0answers
63 views

Spritefonts gets very messed up when scaling up

I'm recoding a retro video game, but because the original resolution is very low, I scale everything up. I render to a renderTarget and render the renderTarget to the target resolution. I'm using my ...
0
votes
1answer
300 views

MonoGame crash trying to load font from .xnb file

My MonoGame project uses a pre-compiled .xnb file to load a sprite font, and it works fine on Windows XP. The .xnb file is marked as content and copied to the output directory. I've copied the ...
1
vote
1answer
606 views

How to properly calculate y position when drawing from .fnt bitmap font?

I want to render text to bitmap to use it later as a decal texture. I've read through libGDX fonts drawing code and came up with this: private void writeTextToPixmap(Pixmap destPixmap, Pixmap ...
0
votes
1answer
356 views

Drawing text in SlimDX with Directx 11?

How can I draw text to the screen in directx 11 with slimdx? In SlimDX.Direct3D10 there's a font class which can be used but there's no font class in SlimDX.Direct3D11.
1
vote
0answers
283 views

Why do my LWJGL fonts have dots and lines around them?

When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package ...
1
vote
2answers
3k views

LWJGL Text Rendering

Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new ...
10
votes
4answers
12k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
5
votes
2answers
542 views

How to create a font from an image for a game?

I found a font in a free pack of sprite as an image: I'm wondering what would be the best way to use it in a game? Is there tools to create a font from this image? Do i have to code it myself? I ...