Anti-aliasing TTF fonts not working properly

Started by Stra, Wed 23/02/2005 00:20:10

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Stra

I tried to search for anything that would help me regarding this problem but couldn't find anything pertinent. If there was a topic covering this issue, please someone point it to me! :)

This is my problem:

I'm using the Arial TTF font and have the "Anti-alias TTF fonts" box checked. However, in the game, when the player for example gets a description of an object, the fonts are not anti-aliased. (It's the same if the fonts are outlined or not.)

The weird thing though, is that when I engage in a dialog with another character, the dialog options displayed at the bottom, on black, ARE anti-aliased!

I'm running at 800x600 with 32 bits.

Can anyone help me regarding this issue?

Gilbert

I tried and it works for me, both for 16bit and 32bit modes.

But, I think your problem was caused by this:
Quote- Disabled anti-aliasing on text drawn on transparent GUIs, to fix the pink effect.
(taken from the V2.6 entry of changes.txt)

So, if you're using a transparent GUI (I'm not sure, but I think it won't work with overlays and rawprints either), there's no way you can have anti-aliased font on it at the moment.

Stra

Hm, thanx for the answer, but I didn't use a transparent GUI.

I just can't get rid of this problem...

I've started a new, blank game, imported a black GIF for room 1, imported the cursor arrow that comes bundled with AGS for the cursors, imported the character Roger plus another same character, set Anti-alias for TTF fonts, imported a TTF font, but the problem just remains the same!

When the text is displayed above the characters it is NOT anti-aliased, when it is displayed at the bottom, as dialog options it IS anti-aliased..

I just don't get it, I thought it had anything to do with me using alpha channeled images anywhere in the game, but in this blank game, there were none.

???

I can provide screenshots if that would be of any help. 800x600, 32 bit.

Gilbert

Ah, you meaned the speech texts, right?
Speech texts are considered to be overlays, so they won't be anti-aliased at the moment. Only texts on opaque GUI backgrounds can be displayed anti-aliased I think.

Stra

Quote from: Gilbot V7000aSpeech texts are considered to be overlays, so they won't be anti-aliased at the moment. Only texts on opaque GUI backgrounds can be displayed anti-aliased I think.

Oh, is that so. I see. Ok, thanx for your answers man I really appreciate it! Perhaps I'll use some rectangular fonts (as in The Breakdown) to get rid of this problem. ;)

Stra

I'm sorry to be warming this very old topic again, but are there any news regarding anti aliasing TTF fonts on non opaque backgrounds? TT fonts in the GUI look very very nice, but in the speech texts they look pretty ugly...

Is that a big technical problem? Why can't it be done (yet)?

Scorpiorus

Quote from: Strawin on Mon 30/01/2006 00:23:25Is that a big technical problem? Why can't it be done (yet)?

To quote the AGS manual:

NOTE that anti-aliasing is not currently done on lucasarts-style speech due to technical reasons.

So yes, there are some specific technical issues behind it.
Hopefully, it may be available in some future version of AGS.

Stra

Quote from: Scorpiorus on Thu 02/02/2006 15:12:23NOTE that anti-aliasing is not currently done on lucasarts-style speech due to technical reasons.

Yes, I've read that, thank you, but, you know, I wanted to know if this feature will be available some time soon in the future? What are the technical issues that prevent it from being incorporated into AGS?

I'm a curious man. ;)

Scorpiorus

Well, I may not say for the AGS author but generally new features get added based on how much people need it and how difficult it would be to make a certain feature implemented.

But I'm not really sure if it is on the bug tracker?


Scorpiorus

Thanks :)

I believe this would also make it possible to have an anti-aliased font on the transparent areas of a GUI.


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