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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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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 ...
Can Poyrazoğlu's user avatar
1 vote
2 answers
3k 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?...
Vamsi Rao's user avatar
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1 answer
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libgdx - Trying to load ttf font using asset manager

I tried to load a ttf font using an AssetManager like this: ...
DimChtz's user avatar
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2 votes
2 answers
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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 ...
Brady Welch's user avatar
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1 answer
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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 ...
Jacob's user avatar
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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"...
TankorSmash's user avatar
1 vote
1 answer
505 views

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

This is my code. ...
RayShawnOfNapalm's user avatar
6 votes
2 answers
1k 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 ...
user1306322's user avatar
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4 votes
1 answer
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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 (...
Jakub Arnold's user avatar
5 votes
2 answers
2k 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 ...
BlueSkiesYellowFlowers's user avatar
-1 votes
2 answers
888 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 ...
Alian.Vesuf's user avatar
1 vote
1 answer
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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 ...
Dispensable Joe's user avatar
2 votes
1 answer
2k 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. ...
MrNoise's user avatar
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2 answers
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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 ...
user avatar
1 vote
1 answer
9k 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 ...
Nicolus Buck's user avatar
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1 answer
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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 ...
Den's user avatar
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3 votes
0 answers
183 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 ...
Damian Yerrick's user avatar
1 vote
1 answer
159 views

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

I've implemented my own TypeWriter for text that looks like this ...
RayShawnOfNapalm's user avatar
7 votes
2 answers
2k 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.
KaareZ's user avatar
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3 votes
1 answer
193 views

How can I find a free or cheap redistributable font supporting runic characters?

I've been looking around for a font to include in my game which supports rune characters, specifically this Unicode block. All the sites I go to don't demonstrate what Unicode characters that font ...
Merivo's user avatar
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2 votes
0 answers
327 views

Scene2d cyrillic font

I'm trying to use cyrillic(Russian) letters in libgdx Scene2d. I drop default.fnt and default_0.png (generated with BMfont) into folder assets of my Android project (other files such as uiskin.atlas,...
Andrei Yusupau's user avatar
2 votes
0 answers
630 views

Creating a bitmapfont from images?

A bitmapfont consists of a image and a textfile that hold the position and size of each character on that image. Is there any way to create the text file with just a image? Or do I have to manually ...
Madmenyo's user avatar
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8 votes
2 answers
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Android libGDX FreeTypeFontGenerator exception

I am working on a libGDX project for Android. Since I added the following code, running the game on my Android phone produces an exception: ...
Tobi's user avatar
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1 answer
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Certain Unicode Characters not displaying when setting text to TextButton in libgdx

Ok I am trying to do a word game much like Hangman Pro but for a different language(specifically amharic) using libgdx . And I have got a list of words saved to ...
Jos's user avatar
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1 vote
0 answers
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LibGDX, BitmapFont strange position behavior

I'm using a Stage of LibGDX to draw a text, in my case the FPS. But after resizing, the position of the text does not behave properly. As you can see in the attached gif: The resizing function does ...
okaay's user avatar
  • 11
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1 answer
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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**: ...
cubrman's user avatar
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9 votes
6 answers
2k views

Why can't I 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 ...
Davide Cattani's user avatar
0 votes
1 answer
2k views

How can I use OpenType Font in libGDX

Is there a way I can use an OTF file with libGDX. The following throws an exception: gameFont = new BitmapFont(Gdx.files.internal("data/font.otf")); Caused by: ...
Ayman's user avatar
  • 275
1 vote
1 answer
1k views

Word in different color in middle of string XNA

Is it possible to use different font colors for the same string, for example, when buying a weapon in CoD AW Exo Zombies: How do I do this? Thanks.
progamer3141's user avatar
0 votes
0 answers
416 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?
Liju Thomas's user avatar
7 votes
1 answer
4k 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 ...
Allar Viinamäe's user avatar
1 vote
1 answer
1k views

Text rendering techniques for games

I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...
Detheroc's user avatar
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1 vote
2 answers
463 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
ESD's user avatar
  • 129
0 votes
1 answer
368 views

TTF fonts are being converted to image in CPU or GPU?

Once I use a TTF font, when they are being converted to images to be rendered? Does CPU or GPU do the conversion? How heavy is that operation?
Narek's user avatar
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0 votes
2 answers
1k views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
Eamonn's user avatar
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2 votes
1 answer
2k views

LibGDX scene2d good practices

I'm developing a game using LibGDX and in a part it has a pretty complex UI for profile selection and stuff. I have some general problems. I'd like to know good practices when generate good looking ...
yafrack's user avatar
  • 163
0 votes
1 answer
236 views

Arbitrary text for chat room

In my game I want to have a chat room where users can enter arbitrary text. I don't think bitmapped fonts will work for me since it must include multilingual characters and emojis (could be wrong ...
Anthony Kraft's user avatar
2 votes
1 answer
576 views

Alternative Font loaders in Monogame Framework

While working on projects of mine, I have been finding that it is a huge pain to switch operating systems just to create a simple spritefont when using Monogame. I saw that the Nuclex Framework can ...
Pip's user avatar
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1 vote
0 answers
655 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 ...
Pastarama's user avatar
2 votes
4 answers
2k views

.fnt font file offset issues in Unity

I want to display 2D text in Unity using bitmap fonts (.fnt files). There are some solutions out there, but I'm writing my own. Each character is a game object with a ...
Saturn's user avatar
  • 1,763
0 votes
1 answer
81 views

Varying spritefont quality depending on string

I'm using Kleymissky font size 26 made via Nuclex font renderer (Hinting Method: AutoHinter) - download Why the thickness of the font drawn on screen depends on the string itself? What can I do to ...
kasztelan's user avatar
  • 281
0 votes
0 answers
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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!
phqb's user avatar
  • 101
1 vote
1 answer
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How do you create a .XNB Font file for use with CocosSharp?

I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with ...
Chris Pietschmann's user avatar
3 votes
1 answer
802 views

Vertical alignment of a padded font generated by Hiero in libgdx

I've generated bitmap fonts for libgdx using Hiero. I've got several distance field fonts that require a lot of padding, unfortunately they don't seem to align correctly. Below is a font with a ...
Will Calderwood's user avatar
11 votes
2 answers
16k views

Problem to match font size to the screen resolution in libgdx

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
Iñaki Bedoya's user avatar
4 votes
1 answer
1k views

Dialog Title Does Not Fit

I successfully added my own font to the default .json file and it displays, however I get some weird sizing issues. Specifically when I try to create a Dialog. This is what it looks like: Ignore the ...
StrongJoshua's user avatar
0 votes
1 answer
2k views

"Couldn't load font" LibGDX

yesterday I started working om making custom sized fonts to my game, in game, using FreeTypeFaceGenerator, and yesterday it worked fine, except an exception I was ...
Aon GoltzCrank's user avatar
14 votes
1 answer
21k views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
Aon GoltzCrank's user avatar
1 vote
0 answers
914 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 ...
Szotyi's user avatar
  • 11
3 votes
1 answer
3k views

How to make a bitmap font having only a PNG file?

Is there a way to "convert" an existing PNG file with the characters' images into a bitmap font? Basically, I want to create a FNT file using an image like this... (source: opengameart.org) ...
Czyzby's user avatar
  • 131