A few TTF font questions (limitations?)

Started by Hollister Man, Mon 14/08/2006 20:34:54

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Hollister Man

Okay, I don't feel quite so noobish on this one.

I've got two distinct GUIs, both use a TTF font that I like.  I've never used them in AGS before, so I thought I'd give it a try.  The anti-aliased one looks semi-great (well, the AA isn't perfect, but pretty nice), but for some reason another will not AA.

Are there any known limitations on TTF fonts antialiasing?  It seems odd that they would work in one label on one GUI and not in another.

Also, when importing a TTF, does AGS crop the font to the standard box, or can you use really large letters if you want?
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Gilbert

Hmm is it possible that the two GUIs have different background settings?

Hollister Man

Ummm...maybe?

I think the only real difference is that the one that won't AA has transparent areas (death magenta transparency)
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Gilbert

#3
I think it's a known issue that font won't be AA if put on top of GUI with transparency.

Edited: Yeah, searching for "anti-alias font" came up with this which is sorta related.

Hollister Man

#4
Conveniently enough, I can display it on a non-transparent GUI over the top of a transparent GUI.

:)

On that note, would a script module be possible that would capture the area behind a 'Display' GUI, then use that dynamic sprite as a background for the GUI, placing the desired transparent image on it and AAing fonts on the whole thing?

Not that I need it.
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Hollister Man

I've found an interesting item of note (forgive the double post, needed to bump the thread)

A GUI using a partially transparent background will not work with AA fonts, so far.  BUT...

The same background on a text GUI will work with AA fonts.

Also, are there any suggestions to improve the hinting on the font?  I'm losing the vertical-ish parts of the letter 'S' due to the blending.
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

GarageGothic

I think the reason that text is AA'd on text GUIs as well as dialog option guis is that the game is paused and nothing can animate while it's displayed. This means that the AA'd text it only has to be rendered once and not every frame. On newer computers this shouldn't cause much of a slowdown though.

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