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0
votes
0answers
19 views

Blending one SDL_Surface with another using SDL_BlitSurface behaves as if the content of the source had fully transparent pixels

I am trying to render text in SDL that is both filled in white with a black outline. Calling TTF_SetFontOutline() before rendering text with TTF_RenderText_Solid() causes only the outline to be ...
0
votes
1answer
52 views

How to color each letter text in Phaser.js?

I have a text created with text object (game.add.text) and I would like to color each letter differently if that is possible. If not, how can I achieve this?
0
votes
3answers
95 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
-1
votes
1answer
51 views

Using multiple strings within the path to Write to Text File [closed]

In Unity3D, How would I use something like this: path = "C:\Users\Jonathan\Documents\FileData" + fileName + ".txt"; so I can make a for loop and create several text files under desired path? The loop ...
0
votes
0answers
41 views

Text within a gameObject boundries

I am working in a little project and I want to show text within a rectangle. for that I use a sprite(rectangle) and a child that contains a TextMesh as component. The text change during runtime, and ...
7
votes
2answers
276 views

How do games handle rendering Asian unicode text?

I'm currently in the process of implementing text rendering in my game engine, and I decided to utilize AngelCode's BMfont to generate font textures, and then have OpenGL render textured quads for ...
0
votes
1answer
123 views

lwjgl and slick util text over textured quad

So, I load a TrueTypeFont like this: private TrueTypeFont trueTypeFont; try { InputStream inputStream = ResourceLoader.getResourceAsStream("assets/fonts/main.ttf"); Font ...
1
vote
1answer
53 views

How do I measure a string that will be drawn with SpriteBatch?

Is there a way to measure width and height of an ever-changing string (a player's score, specifically)?
0
votes
1answer
86 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
0
votes
0answers
43 views

JMonkey scrolling 3D text

I need to make a scrolling 3D text, which is not a gui. I have a 3d box display over which I should render a long scrolling text. I can render and move text, but how do I cut/make invisible the part ...
0
votes
0answers
46 views

XNA Guide text input - maximum length

so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input ...
1
vote
1answer
90 views

How do I draw text once a countdown ends?

I created a countdown in Game Maker using a variable of time. The countdown works properly and is displayed at the proper coordinates. However, when the countdown reaches zero, I want to make the ...
0
votes
1answer
41 views

Text not being rendered until I recreate the text class in SDL

I made a Text class, it is as shown below: Text::Text(const int score, const float &x, const float &y, const float &w, const float &h, SDL_Renderer *rend) { font = ...
0
votes
1answer
117 views

How do I right-align text?

I'm using SpriteBatch.DrawString, which seems to not have an overload for text alignment. How can I draw aligned text?
0
votes
1answer
132 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
0
votes
0answers
45 views

Register Modifier to Parent Entity

As far as I know, with Andengine if you register a modifier to a parent, all the children will also be affected by the modifier. If I am wrong please let me know. I'm currently working on a game and I ...
0
votes
1answer
196 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
97 views

NPC Dialogue directing the player [closed]

I recently gave a build of my game to some people and asked for any thoughts. One of the ones I keep getting is, 'I didn't know where to go first, but I guessed.' The problem is, I'm still getting ...
0
votes
1answer
208 views

Spritefont in OpenGL

I develop in OpenGL using C# as programming language. I want to draw some text on the screen. For this i created a texture that contains all the characters. Now i am not sure how to continue. I can ...
2
votes
5answers
176 views

Working with multiple language text files in multilingual games

What kind of tools and practices are used for maintaining text for multilingual games? By "text" I mean literally any piece of text you see in the game: dialog, menu options, tutorials, etc. I want ...
-1
votes
1answer
532 views

LWJGL font not rendering, even with depth test and texture_2D

I'm running into an odd little problem here. I'm attempting to render a basic console over my LWJGL-based application, which should be easy enough through a decorator pattern of renderers (as in, one ...
1
vote
2answers
112 views

StringBuffer behavior in LWJGL

Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
1
vote
3answers
3k views

How to Use Text in Unity3d

How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D ...
1
vote
2answers
256 views

Sprite erasing text in Pygame

I'm making a Pong clone in which the user can press the 'p' button to pause/unpause the game. When the user presses the 'p' button the word 'PAUSE' is drawn to the screen and when he presses again the ...
1
vote
0answers
319 views

Libgdx: scrolling background for preview screen

Good day, I have been coding for quite a while now and I'm at an certain point where i am having difficulties on solving something. I've been creating a preview screen which contains the following: ...
0
votes
1answer
295 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.
3
votes
1answer
99 views

center point of a text?

i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
0
votes
1answer
207 views

Removing drawn Allegro texts and primitives

I'm working on a game with Allegro 5 that has a loop. I'd like to make the program write onto the screen, how much time the loop has ended. These are the rounds of a turn-based game, obviously. I use ...
2
votes
1answer
167 views

AngelCode's Bmfont about widths

In AngelCode's Bmfont is there a way to make it so that all of the widths are equal?
3
votes
1answer
182 views

Should Chinese text be grid aligned in game dialogs?

Title says it all, should I have my text using a variable width font, or fixed width. I didn't know if it is easier to read if its aligned on a grid?
1
vote
2answers
636 views

Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad ...
1
vote
0answers
108 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
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 ...
6
votes
1answer
275 views

Text on a model

I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public ...
1
vote
1answer
415 views

Displaying text letter by letter

I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a ...
1
vote
1answer
891 views

Creating a 3D text mesh from a 2D glyph

I have thought of three steps for doing this: Acquire the vertex coordinates which will represent the glyph's form Extrude them Render Can you suggest a better method? Can you give me an insight ...
5
votes
4answers
3k views

Should NPC dialog be stored in XML or in a script?

I'm developing an action RPG with some friends. I would like to know the differences and pros/cons of making NPC's dialogue using a file in XMLformat instead of using a script. I see that script ...
-1
votes
2answers
343 views

FreeType2 Crash on FT_Init_FreeType

I'm currently trying to learn how to use the FreeType2 library for drawing fonts with OpenGL. However, when I start the program it immediately crashes with the following error: "(Can't correctly start ...
1
vote
1answer
517 views

Scrolling Text in jMonkey

I am looking for a way to include scrolling text boxes in a jMonkey game. I have, of course, looked around online and could not find any examples or libraries that fit. My goal is to have "quests" ...
0
votes
2answers
1k views

Timer for pop up text in XNA

I am making an xna game which contains turn-based RPG battle elements. Any good game that features turn-based battle has to have a good feedback to the user. For example, When my guy attacks, there ...
2
votes
1answer
837 views

How to draw text on a 3d sphere?

I am facing a problem in mapping 3d co-ordinate to screen co-ord . I require it because i want to draw text on the model . model is drawn at the 3d-cordinate, so if i know the position of that co-ord ...
5
votes
4answers
4k views

How to clip cut-off text in a textbox?

I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
1
vote
1answer
287 views

How do I display same “proportional” text size on different resolutions?

I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution. For example, if screen resolution is low, text wrapped and when it is ...
2
votes
1answer
379 views

How to refresh allegro textprintf_centre_ex text upon keypress?

I'm trying to print the coordinates of a drawn square upon movement. The problem is that the x value doesn't get refreshed on screen. This is the code I have: #include <allegro.h> BITMAP ...
9
votes
4answers
916 views

Rendering Resolution Independent Text

I need a way to draw resolution independent text in my game. That is, I need to be able to zoom in on text and never see pixel artifacts. Can anyone make any suggestions on how I could go about it?
5
votes
2answers
1k views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
10
votes
4answers
11k 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 ...