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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1answer
50 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 ...
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1answer
28 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. ...
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1answer
44 views

Libgdx: black screen when setting screen and font pixelated

I have a problem with black screen when switching back to main menu and when opening a screen. When the game starts, the screen is set to MainMenuScreen. That works. When I select the first menu ...
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1answer
87 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 ...
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0answers
34 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?
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1answer
82 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 ...
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13 views

How to use individual Fonts for Witched Instances in LIBGDX

I have an Actor that acts as an GUI Element on the screen. In this Actor I will draw with a font on the screen. I would like to draw several instances of this Actor on screen, but with individual ...
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0answers
815 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 ...
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1answer
66 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. ...
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1answer
46 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: ...
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0answers
94 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: ...
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1answer
96 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 ...
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1answer
80 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, ...
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1answer
389 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 ...
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1answer
294 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 ...
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1answer
196 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 ....
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1answer
201 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 ...
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0answers
207 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, ...
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1answer
2k 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 ...
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1answer
226 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: ...
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1answer
2k 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 ...
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0answers
31 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 ...
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1answer
635 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 ...
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1answer
150 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 ...
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2answers
1k 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 ...
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2answers
838 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.) ...
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1answer
285 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: ...
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2answers
445 views

Resize font when screen resizes desktop Libgdx

I create my font using the following code: ...
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2answers
382 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 ...
3
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1answer
597 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 ...
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2answers
729 views

Unity custom font all glyphs on top of each other

I'm trying to create a custom font to use (just for numbers). I've divided a 1280x512 file into a 5x2 grid of 256x256 spaces, put my custom drawing into the boxes through 0 to 9, saved it as ...
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2answers
2k views

Spritebatch and Shaperenderer

When I am using the same spritebatch to draw texture and calling shaperenderer inside it, it is kind of misbehaving, like texture is not getting drawn or font is not getting drawn, Why is it happening?...
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1answer
719 views

libgdx - Trying to load ttf font using asset manager

I tried to load a ttf font using an AssetManager like this: ...
2
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2answers
740 views

How to disable Monogame pixel font antialiasing?

I am using Monogame 3.4 (I have held off upgrading to 3.5) and am on Windows 10. I'm drawing using the PointClamp setting (as suggested in this similar question). Whenever I render text with ...
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1answer
63 views

Is reusing BitmapFonts possible in GDX?

I'm loading multiple labels (100+) with different font types (max 10), but they have different sizes. As I read the code and did the research, it's not possible to 'reuse' the font. For instance, I ...
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0answers
44 views

How to embed icons in a font?

I'm looking to have several icons within a label; for example a coin instead of a dollar sign. I'm using a TTF font, and as much as I'd like to keep it that way (simply because I've heard it's "better"...
1
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1answer
318 views

C++ SFML: Font is clear and the other time blurred

This is my code. ...
6
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2answers
533 views

How to display unicode text in monogame?

I'm looking for ways to draw any characters that may be entered in any language, on any keyboard, so that I don't have any trouble with limited language support in a monogame project. So far I've ...
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1answer
1k views

How can I use ImGui to render simple text instead of using stb_truetype directly?

Since ImGui builds on top of stb_truetype for its font rendering, I thought it could be nicer to use its already built font-processing capabilities (...
4
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2answers
816 views

Can I use fonts under C:\Windows\Fonts for text in my game?

I'm using Unreal Engine and their UMG system which comes with only one font by default ("Roboto"). The engine allows importing new fonts so I'm wondering whether I can use the fonts already available ...
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2answers
372 views

How to sale a bitmap font in libGDX?

I'm trying to create a Minecraft like quotes on the menu screen of my game. I'm using BitmapFont to draw the text on screen but I don't know how to make that scale ...
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1answer
2k views

Loading font in Monogame

This question is probably a duplicate but I'm still asking it since it's all yesterday that I'm trying to get this done without any success. I followed many solutions and tried even more libraries ...
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1answer
962 views

OpenGL dynamic font glyph cache library

I have begun work on an OpenGL application (all on my own and with little knowledge) and started with FTGL, rendering true type fonts, which, with alot of text has a great impact on frames per second. ...
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2answers
364 views

Inverting a Font? [closed]

How can I invert a font like so: See here: This is my own .ttf font, I can edit it. The image that I posted was inverted manually by me. I am searching for a way ...
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1answer
7k views

Unity UI Text Font Size changes with the screen resolution Problem

I am working on a project and now I have a problem . The problem is the font size. The font size is OK inside the Unity but it is really small when I play the game on a real Android device . My ...
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2answers
3k views

Which font does Crossy Road use? [closed]

I took some screenshots from Crossy Road and I'm wondering what font the developers used. What font is this? I wish to implement the font in the Unity game engine.
0
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1answer
92 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
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0answers
117 views

Bitmap font engine: When is color modulation not supported?

I am developing a bitmap font renderer for a 2D game using SDL 2. (If it matters, I'm using Debian 8 "jessie".) I had planned on storing the glyphs as a grayscale image, translating gray levels to ...
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1answer
123 views

How can I handle markup sequences in a libGDX TypeWriter implementation?

I've implemented my own TypeWriter for text that looks like this ...
6
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2answers
1k views

How do I render Unicode characters that my font doesn't support?

How would I go about rendering all Unicode characters? Most font files don't include characters like these.