Timeline for Rendering multiline text with SDL_TTF
Current License: CC BY-SA 3.0
5 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Feb 25, 2014 at 17:59 | comment | added | CobaltHex | At this point, rendering fonts is not a huge computational task, especially if you are only doing a 2D game and you are basically describing rewriting the font system but use bitmaps rather than vectors. And if you don't need complicated metrics its easier just to pre-render the fonts at compile time | |
Oct 5, 2013 at 5:20 | comment | added | Sean Middleditch | You can query the kerning information between two glyphs and store that in an additional table. Most fonts in games are designed to be big, bold, and very easy to read at a single glance, and so only need very basic size metrics and no kerning, but it's definitely possible to have it in a pre-cached glyph map. | |
Oct 5, 2013 at 5:08 | comment | added | Cramer | I've seen this method used before but won't that ruin the Kerning of the font? If you're rendering a large block of text (hence the need for multi-lines) readability would be important. | |
Aug 31, 2013 at 3:56 | vote | accept | José D. | ||
Jan 26, 2013 at 4:38 | history | answered | Sean Middleditch | CC BY-SA 3.0 |