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

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120 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 ...
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vote
1answer
37 views

LibGDX - Can't read .ttf file when running Android configuration

when running or debugging my game on android device, i get this error in the logcat: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: data/fonts/myFont.ttf (Internal) which is ...
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1answer
14 views

Mapping “Color” parameter from SpriteBatch.DrawString() function to a custom shader

I've recently found a nice way to render text in XNA with custom font AND custom shader. Here is the game code**: using System; using System.Collections.Generic; using System.Linq; using ...
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127 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 ...
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162 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 ...
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0answers
141 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; ...
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0answers
309 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 ...
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26 views

MonoGame disable spritefont anti-alising?

Ive got a pixel art font and when I draw it theres a lot of antialiasing going on which totally ruins the point of making the font pixel art? How can I disable this? My SamplerState is set to ...
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37 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?
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141 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 ...
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40 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 ...
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114 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 ...
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565 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!
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64 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 ...