XML talk:TSFF: Difference between revisions

1,202 bytes added ,  30 November 2016
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(What makes you think Oni can read vector fonts or that Neo can force them into Oni engine ?)
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: Also, I don't think it would be dirty to create bitmaps for a new bitmap font... It's just about how accurate we write the code to output suitable distance values (line height, row distance, space between glyphs, ... ) --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:07, 30 November 2016 (CET)
: Also, I don't think it would be dirty to create bitmaps for a new bitmap font... It's just about how accurate we write the code to output suitable distance values (line height, row distance, space between glyphs, ... ) --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:07, 30 November 2016 (CET)
::You're right that Oni can only display bitmap-based fonts. In theory, OniSplit could perform the same process as that VB code, using as its source a font file which we supply the path to. In that case, it wouldn't matter if the font was bitmap- or vector-based because OniSplit would simply draw the letters into a graphics context in memory and encode the resulting pixels as ints, just like that VB code. I'm not sure if that is what Script meant to suggest.
::Another issue would be a legal one; we shouldn't import a font that we don't own the rights to. There are probably enough fonts in the public domain, however, that we wouldn't have to design our own. In that case, the font metrics that you speak of would already have been worked out by the font designer. The only thing that Oni can't support is variable distances between letters (kerning) or any other complex font behaviors, so we would have to look for a font that doesn't depend on those features to look nice. Personally I don't see a big advantage to importing a new font, as it would simply create inconsistency in the look of the game. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 21:39, 30 November 2016 (CET)