Technical support > Windows
Text graphics problem in 2.5(?)
Jamester:
So no solution for that? i can't play it with those fonts. I have headache
DarkRain:
As I mentioned the fix is in the repository, but not released so far, so only option is compiling on your own
Other option would be using a snapshot of the current 2.5 branch — if someone can manually trigger a build for the stable branch in our buildbot
Or, you know, you can try the current 2.6-dev version.
Sandro:
--- Quote from: DarkRain on April 26, 2015, 07:30:26 pm ---Actually, the problem was that upon porting to SDL2 alpha blending was mistakenly applied when rendering text (the problem existed only in the SDL2 version), I have since fixed the issue (and adjusted font hinting while I was there) and IMHO the text looks way better now — at least here, and I also have an NVIDIA card — but we haven't made any release since then, and, looking at how things have been here lately, I doubt that we will any time soon, you could always try to compile the latest version from git on your own (if you want to try see the indtructios here: http://ufoai.org/wiki/Coding)
--- End quote ---
It depends on how you define "mistakenly". Alpha blending sometimes helps with a font rendering, sometimes not. Since game uses prerendered (cached) glyphs, alpha blending looks like a somewhat better blending option IMHO. Obviously, the alpha masking gives a sharper version, but jagged edges are not fun either.
OFC, distance field font rendering solves all the problems, but who will do it? Sorry, I cannot do it right now. No time to do it. For more than a two years :(
DarkRain:
--- Quote from: Sandro on November 05, 2016, 04:56:28 pm ---It depends on how you define "mistakenly". Alpha blending sometimes helps with a font rendering, sometimes not. Since game uses prerendered (cached) glyphs, alpha blending looks like a somewhat better blending option IMHO. Obviously, the alpha masking gives a sharper version, but jagged edges are not fun either.
OFC, distance field font rendering solves all the problems, but who will do it? Sorry, I cannot do it right now. No time to do it. For more than a two years :(
--- End quote ---
Well, I don't recall the exact circumstances now — it's been a while — but as I posted above, only the SDL2 code was doing it, old SDL code wasn't, so it seems to me that it was an oversight introduced when porting to the new SDL2.
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