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Socoder -> On Topic -> Font Rendering

Sun, 20 Nov 2022, 14:39
dna

Font Rendering


I see that BB does not smooth onscreen fonts but does Darkbasic or any other basic that comes to mind?

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DNA
Sun, 20 Nov 2022, 16:25
Jayenkai
It depends very much on the font you're using.
You should also keep in mind that the output of a "real" font will very much be impacted by what output method the language is using (eg, DirectPlay vs Direct9 might cause differences) alongside what OS it's running on (WinXP might be different to how Win11 does it) and on top of all of that, there's the font settings on the OS, so whether the user's toggled on Font Smoothing or not, and whether the language accounts for that or not.
Honestly, as soon as you're using "real" fonts, it get incredibly complicated.

This is usually why people preferred to use Bitmap fonts. A spritesheet of letters drawn to the screen like sprites, but specifically designed to specially look "right" when drawn, but I honestly can't remember a quick way to do that in Blitz. I would typically just give up looking for a good one, and write my own.
It's fairly easy.. Lay the letters out in a sheet, and then... for n=1 to Len(Txt); drawImage x,y,asc(Mid$(Txt,n,1)); x=x+FontWidth; next

Another alternative is to use a blockier font that hides a lot of the issues. A lot of Blitz games made use of the aenigma fonts for this reason, and more specifically, the Acknowledge Font is a particular favourite.. Once you start looking for it in indie titles, you'll see it bloomin' well everywhere!!!!

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Tue, 22 Nov 2022, 12:49
dna
That Acknowledge font looks more jagged than what I'm experiencing.
Thank for the information.
I'll try Darkbasic or FreeBasic to see if they have something built in to correct the edges.

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DNA
Tue, 22 Nov 2022, 14:25
dna
I found one that works. You were right Jay.
Purebasic does the Font smoothing. Noe I'll need to code the program in that.

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DNA