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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 ...
0 votes
2 answers
2k views

Resize font when screen resizes desktop Libgdx

I create my font using the following code: ...
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 ...
0 votes
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: ...
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 ...
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) ...
8 votes
2 answers
808 views

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: ...
8 votes
3 answers
7k views

Font outline in OpenGL, FTGL

I'm using FTGL library to render fonts in my game, but I have completely no idea how to create an outline around text. Achieving a shadow could be easy, because I can simply do it like this: (pseudo ...
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 ...
2 votes
2 answers
972 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'...
5 votes
1 answer
569 views

UIView with IrrlichtScene [closed]

i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h ...
1 vote
1 answer
442 views

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 ...
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 ...
2 votes
1 answer
793 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 ...
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 ...
0 votes
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, ...
0 votes
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 ...
1 vote
0 answers
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 ...
8 votes
1 answer
2k views

XNA - just a few more characters accepted in a SpriteFont

I have a SpriteFont in XNA, which has the standard 126 characters that are usable. However i would like to use the "ಠ" symbol in the game. So is there anyway of adding just a few more ...
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: ...
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 "...
4 votes
1 answer
8k 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 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 ...
0 votes
1 answer
75 views

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 ...
1 vote
1 answer
1k views

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 ...
1 vote
2 answers
5k views

Text contains characters that cannot be resolved by this SpriteFont

I'm trying to draw currency symbols in an Arial Spritefont. According to this site, the font contains these symbols. I've included the Unicode character region for these symbols in the Content ...
6 votes
1 answer
949 views

Font library for XNA [closed]

Is there a free type library kind of implementation available for XNA? I wish to use it on WP7, so it should be a managed code. I know can alternatively use spritefont, but I wish to know if other ...
4 votes
2 answers
7k views

How do you create fnt (angelcode format) files from existing bitmaps?

I often gets the same problem: Someones creates a nice bitmap font for me in form of a sheet nicely formated into a png, like this: ...and i need to create the angelcode .fnt atlas for using it (into ...
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 ...
1 vote
3 answers
980 views

How do I enlarge a SpriteFont without it becoming blurry?

How do I make spritefonts not blurry when I make them bigger? I have searched Google and haven't found any useful answer.
0 votes
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. ...
6 votes
2 answers
735 views

Showing Unicode in XNA on Windows Phone 7

I am creating an application which downloads names from server. These names can be any unicode language text which I need to render in XNA on WP7. The biggest problem I see here is WP7 xna system can'...
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: ...
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 ...
1 vote
0 answers
1k views

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 ...
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. ...
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 ...
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 ...
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 ...
3 votes
6 answers
9k views

Using a particular font in a commercial game

I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. ...
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: ...
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 ...
1 vote
1 answer
97 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. ...
14 votes
3 answers
10k views

How do I get beautiful small text in XNA without using external libraries?

In XNA, the spritefont technology is horrible. Nuclex does the job so much better, but I don't want to have any external references, and I'm nearly done with my game. When using fonts like Sansation ...
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 ...
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?...
7 votes
2 answers
9k views

Vector-based fonts vs. bitmap fonts in (2d) games?

I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? ...
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?
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 ...
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 ...