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Questions tagged [fonts]

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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How do browsers render text using any font, any modifier (like bold, italic...) so fast?

Background: I am implementing a 2d renderer using OpenGL and currently working on rendering text. What I have so far: you can generate bitmap fonts from given font files (like .ttf). It works by ...
Eilan Laken's user avatar
0 votes
2 answers
51 views

Bug with TextMeshPro in InputField

I made my pixel font and imported it into Unity using TextMeshPro. It works perfectly everywhere except InputFields. When I change Font Asset to my font, the input ...
medveed's user avatar
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1 answer
60 views

Glyphs are not being drawn [opengl + freetype]

I've followed this source from learnopengl.com for text rendering. It seems fairly simple, and only required this much code: ...
Scollier's user avatar
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5 votes
1 answer
756 views

Web build not respecting Monospace SystemFont for Godot Label

I want a label to use a monospace SystemFont but the Web build is not respecting this setting. Here's steps to reproduce my situation: Create a new Godot 4.0.1 ...
Jeroen's user avatar
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1 vote
1 answer
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How to add a fallback font to an existing Unity game?

I am trying to make a mod that will fix a game that failed to ship all used fonts with it. For example, this code point displays in Windows but not under Wine: ✔ U+2713 (The reason seems to be a ...
user2771324's user avatar
2 votes
1 answer
788 views

Getting a list of all supported characters in a Font

I am attempting to create my own font fallback system for multilanguage support using UI Toolkit in Unity (Label class). This UI system does not intrinsically support fallback fonts. I have some ...
mike's user avatar
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1 answer
92 views

Getting text dimensions with TextGenerator.GetPreferredHeight/Width not working

I am using Unity 2021.3.3f1 and trying to make a pop up with a sprite as a background, where the size of this sprite adjusts to the size necessary to fit the text. From what I understand, ...
ChrisC's user avatar
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1 answer
397 views

How to check the font on a Text Mesh Pro component

I have a GameObject with a Text Mesh Pro component. I want to check if the Font applied to the Text Mesh Pro component is a particular font (let's say it's Comic Sans) I can get the font name by first ...
kanamekun's user avatar
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1k views

Problem rendering Custom Fonts on UE4 Text Render Component

I have imported a TTF font on unreal engine. At first I just let unreal engine create the Font asset automatically, but when I try to create a material with that font it gives me a warning telling me ...
Shirofuji's user avatar
1 vote
0 answers
386 views

How to achieve something like anti-aliasing on 8x8 pixel font using TextMeshPro

I use TextMeshPro for my UI text. My text is currently very crispy and looks like this I'd prefer if it looked more like text in 90s arcade games, with more "...
DyingIsFun's user avatar
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4 votes
2 answers
1k views

Is attribution sufficient for a CC BY-SA 3.0-licenced font in a video game?

I'm creating a video game I intend to sell on computers, and I want to use a font that is under the license "Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)". Do I have to sell my game ...
LivingPlasma's user avatar
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1 answer
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text - part of the sprite or dynamically generated

I am trying to reproduce the same stamping tool as the one we found in the video game "Papers, Please". In my case I want my users to be able to modify the text they are going to stamp. I ...
Majork's user avatar
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0 votes
1 answer
297 views

2-Color Fonts in Unity? (so maybe called 3-Color including transparent alpha?)

I have been trying to make my game title screen look better. I realised it was because all my fonts have just one colour. I read some very old threads about a Editor Scripts to extract the font to png ...
I_Keep_Trying's user avatar
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0 answers
14 views

Application stops working when I add two fonts

I created a game that has two fonts. Being precise, the two fonts are PRESS_START_2P with the difference only in size. One of the fonts serves to write the title and the other for all other things. ...
Boneco Sinforoso's user avatar
8 votes
0 answers
272 views

How to draw text with characters rendered in reverse order in a Godot game?

I need to have some text showing up in my Godot game in a way that each character overlaps the character directly to its right, like so: ...
rraallvv's user avatar
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1 vote
2 answers
128 views

How to have a tilted FNT font on Godot?

Since FNT is a bitmap font I was thinking perhaps making the padding negative to the right and left side of the characters and rasterizing each glyph already skewed by an angle could make the font ...
rraallvv's user avatar
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1 vote
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How do I convert a PNG into a pixel art font for use in Godot?

I'm an artist. I have several pixel art fonts prepared like so. My platform, Godot, accepts only TrueType and FNT file formats. My images are of raster pixels so obviously a conversion needs to take ...
Loospie's user avatar
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1 vote
1 answer
1k views

How can I render a font in C with OpenGL? [closed]

What I tried: I was testing some things in order to render text with stb_truetype.h and OpenGL in C. I took as a reference the example that appears here. Basically, this example, loads a .ttf file and ...
Álvaro Rodrigo's user avatar
2 votes
2 answers
971 views

How do you deal with transparent fonts that you want to be white?

I am a complete beginner, but I thought I would try to learn how to create a basic game during quarantine. So, I apologize if this question is trivial. However, I stumbled into a problem with fonts. I'...
AlanSTACK's user avatar
  • 123
1 vote
1 answer
2k views

DirectX 11, support for Font drawing

I have recently started to work with DirectX 11 and 12, I am using Microsoft Visual Studio Community Edition. I am under a 64-bit machine. I am currently rendering a frame with background and a window ...
John Smith's user avatar
0 votes
1 answer
540 views

LibGDX Letter spacing is reduced if I use GlyphLayout to draw a bitmap font

I need to use glyphlayout so that I can centre the text, but I found if I do the text gets distorted due to the spacing being incorrect. ...
Hasen's user avatar
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2 votes
0 answers
871 views

Manual per-glyph rendering with SDL_TTF

I'm trying to create a font atlas with SDL_TTF. My idea was to create an SDL_Surface for every character using ...
neverov's user avatar
  • 121
1 vote
1 answer
395 views

Font rendering, how do you align glyphs of a font?

I'm trying to render text quad using texture generate by BitmapFontWriter of libgdx. For the font I can get ...
XWX's user avatar
  • 113
1 vote
1 answer
96 views

Sampled texture from bitmap font produces blue glow

I'm creating a texture is DirectX 11 from bitmap fonts. I realize that I can use DXTK, but this is an exercise for me, not in learning another library. My sample code looks like this. ...
Kyle Elliott's user avatar
2 votes
1 answer
592 views

How can I create color fonts to be used in Unity?

I've been searching, downloaded a couple programs that lets you convert images into fonts, but none let you obtain the color. They all switch them to black and white. While searching the internet, I ...
L2L2L's user avatar
  • 21
1 vote
0 answers
80 views

Incorrect placement of diacritics in Arabic fonts

I put AdobeNaskh font on my texts and use Arabic text support for unity and use show Tashkeel function then the text appears so what is the solution of this problem?
Sh.Adel's user avatar
  • 191
0 votes
1 answer
215 views

Doubt about font inclusion (GAMEMAKER)?

The default font of the GameMaker is arial, but it does not contain special characters that are present in the portuguese language. Soon I had to add a new font, but I activated the ASCII option so ...
Boneco Sinforoso's user avatar
0 votes
0 answers
2k views

Blurry text in Unity UI at default scale

I'm working on a VR (GoogleVR Cardboard) game, and need to include UI elements within it. Ever since I first learned how to use Unity's UI elements, I've been limping around what seems to be a major ...
Bitbang3r's user avatar
  • 139
1 vote
1 answer
240 views

Unity font API behaves differently in built game

Specifically it's Font.CreateDynamicFontFromOSFont(), use this script attached to an empty GameObject in the scene. ...
Arxz's user avatar
  • 95
2 votes
1 answer
198 views

Scale screen space quads (used in font rendering)

I have quads positioned in <0, 1> x <0, 1> coordinates. I use this system for font rendering. In vertex shader I have: ...
Martin Perry's user avatar
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247 views

TTF glyph to OBJ

I'm looking for a method to convert a TTF glyph into a triangle mesh. I've tried making my own font constructing my own indices and vertices but it didn't go well: ...
MarkWeston's user avatar
1 vote
1 answer
739 views

When I use a font in my game, do I have to include its license in the credits?

For example, if I use this font from Google Fonts: https://fonts.google.com/specimen/Open+Sans This font is licensed under Apache License 2.0 But regardless of the license, if it allows commercial ...
AnotherUser's user avatar
2 votes
1 answer
284 views

libGDX font generating bug

Please, help me with my problem. The character is rendering incorrectly. R symbol looks like N. Also, the symbol ! is not drawn. But this problem was found only on Xiaomi Mi A1. On other devices, ...
Pasha Oleynik's user avatar
1 vote
1 answer
782 views

Font Changes in WebGL Build

I'm attempting to make a game for WebGL. However, everytime I export a build, the font always changes on everything, just like below. Original WebGL My default font is Arial and I have made a ...
JSparks's user avatar
  • 199
2 votes
1 answer
2k views

How to convert png images to True Type Font?

I'm doing a clone of Colonization and I'm trying to use the same font type as the original game. I'm able to get the pixels from the original font files (.ff) using the application from this thread ...
jaloplo's user avatar
  • 117
0 votes
1 answer
534 views

Xna Spritefont from installed fonts

I am using Spritefont in my game and I have downloaded a .ttf font and installed it on my machine. I am now using this font in my game. My question is if this game is run on another machine will the ....
Michael Grinnell's user avatar
5 votes
2 answers
1k views

How does condition 5 of the Open Font License apply to using a font in my game/engine?

For my game-engine I have created an debug-console I use for more complex operations and tests, logging, etc. When looking for a good & clean font I considered using Google Fonts. Many if not all ...
dot_Sp0T's user avatar
  • 2,062
3 votes
0 answers
432 views

Weird libGDX BitmapFont Color Change (And Alpha) Bug

I want to change the color of my libGDX BitmapFont, but it can't change it. The font is generated with Hiero v5 (Lastest as I Know) but the color of the font doesn't change. Here is the example code, ...
user2963359's user avatar
3 votes
1 answer
5k views

Freetype: create Signed Distance Field based font

I am trying to implement Font Rendering in my OpenGL C++ game. I read many articles on the subject and got to know different methods, but I am still learning. Valve has published a paper for Signed ...
linux_lover's user avatar
1 vote
1 answer
529 views

Two BitmapFonts from one .ttf font using AssetManager

I'm trying to start using AssetManager in my game. Previously I used to generate two BitmapFonts (bigger and smaller) from my .ttf file and it worked well. Here's how it looked in the code: ...
Divelix's user avatar
  • 107
0 votes
1 answer
5k views

Can I create realtime textures with text?

I have a large number of items in my game, that will eventually have a texture associated with them. The problem is, for right now, I have nothing. I would really like to do something with, say, the ...
PearsonArtPhoto's user avatar
1 vote
0 answers
57 views

Font loads with artifacts

I've recently come on to an error when loading fonts in my game, some letters show up perfect while others have artifacts around them. Here's an example of this: While some letters are perfectly ...
Liam Larsen's user avatar
0 votes
1 answer
2k views

LibGdx: set TextButton font to a TrueTypeFont

I am making my first LibGdx game, and having an hard time understanding font scaling on TextButtons. Here is a comparison between the rendering on my Kindle Fire 7 and an high resolution tablet: I ...
Ferduun's user avatar
  • 15
3 votes
1 answer
315 views

How to maintain char widths of non-monospace fonts?

Having a font via spritesheet (as PNG), the easiest way to render fonts from that is just showing chars as monospace, but as you can imagine, that looks not pretty with chars like ...
nitwhiz's user avatar
  • 47
8 votes
2 answers
2k views

Is it reasonable to use FreeType [closed]

Won't it slow my game if I use FreeType lib and convert 2 fonts from .ttf instead of using preloaded BitmapFont .png? Or may be FreeType so fast, that I can use fonts both ways? All I need is to ...
Divelix's user avatar
  • 107
6 votes
2 answers
5k views

Creating and editing a .fnt file based on a PNG source

I am currently making a game, (obviously), with the LIBGDX Java Library. I have already made a font, (It's a PNG file, not a TTF or RTF), that looks something like this: (It's a mockup, by the way.) ...
Plug's user avatar
  • 130
2 votes
1 answer
424 views

How do I render Hindi text in Libgdx?

How do I render Hindi text in Libgdx using any font? For example, I want to render the word "प्रकार". Here is what I have, so far: ...
arv's user avatar
  • 66
0 votes
2 answers
2k views

Resize font when screen resizes desktop Libgdx

I create my font using the following code: ...
Andy's user avatar
  • 45
1 vote
2 answers
607 views

How to Refresh Dependencies after Adding FreeType Extension in Android Project

I'm planning to use FreeType fonts in my game (LibGDX and Android Studio) and I already added the freetype dependencies in my project. How can I refresh the dependencies after adding them? I have ...
JAlmazan's user avatar
3 votes
1 answer
784 views

Draw fonts in Hololens using SharpDX

I am using SharpDX to create an application in Hololens and I'm trying to understand how to use DirectWrite to draw variable text in 3D stereoscopic view. I have ...
Ashan's user avatar
  • 131