Fonts in LOVE (VERY big problem)

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RPG
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Fonts in LOVE (VERY big problem)

Post by RPG »

LOVE is a very good game engine, but I do not much like the problems with fonts. Here's another nasty bug, in addition to the slow rendering of fonts:
Image

Video: Intel GMA mobile
OS: Windows XP
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nevon
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Re: Fonts in LOVE (VERY big problem)

Post by nevon »

Fonts are in for a complete overhaul in 0.8.0.
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bmelts
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Re: Fonts in LOVE (VERY big problem)

Post by bmelts »

Good lord, what did you do to those fonts? They do not usually look that way.
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Taehl
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Re: Fonts in LOVE (VERY big problem)

Post by Taehl »

Yeah, that is REALLY abnormal. It looks almost like that text has... DXT compression??? Maybe your graphics drivers automatically compresses all textures? But that'd just be silly...
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Re: Fonts in LOVE (VERY big problem)

Post by kikito »

Mm... how many font objects are you using?

Are you creating several (one per size) or doing something more funky, like using love.graphics.scale with a single font size?
When I write def I mean function.
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Re: Fonts in LOVE (VERY big problem)

Post by RPG »

I'm using that bitmap font:
Image

ttf fonts are very slow.
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Re: Fonts in LOVE (VERY big problem)

Post by RPG »

Taehl wrote:DXT compression???
Very, very possible - compression may cause that problem. It's seems that it's driver problems.
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Robin
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Re: Fonts in LOVE (VERY big problem)

Post by Robin »

kikito wrote:like using love.graphics.scale with a single font size?
He is -- although you don't have much choice with a bitmap font.

RPG: I suggest switching to ttf fonts (multiple fonts, one for each size). It shouldn't affect framerate that much, and when 0.8.0 comes around it should be fixed anyway.
Help us help you: attach a .love.
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Re: Fonts in LOVE (VERY big problem)

Post by kikito »

Why not just render the font as a bitmap with several resolutions? Or else, render it with the highest resolution used, and scale down (I assume this will give less visual artifacts than scaling up)
When I write def I mean function.
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RPG
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Re: Fonts in LOVE (VERY big problem)

Post by RPG »

Robin wrote:RPG: I suggest switching to ttf fonts (multiple fonts, one for each size). It shouldn't affect framerate that much, and when 0.8.0 comes around it should be fixed anyway.
It affects very much: the FPS difference is 20-30%.
ttf fonts in current LOVE version are slow.
We're almost finished our game, but the new version did not release.
I wanna see bitmap fonts in LOVE like in HGE:
Image Image
kikito wrote:Why not just render the font as a bitmap with several resolutions? Or else, render it with the highest resolution used, and scale down (I assume this will give less visual artifacts than scaling up)
The current implementation of a bitmap font in LOVE is very bad. This font is very hard to make. I made ​​a bitmap font highest possible quality, but this picture is a huge in width. If LOVE had such fonts as shown above, there would be no problems with scaling or performance. I really hope LOVE will have exactly such fonts.

I can not make a bitmap font for each screen resolution, it will require a lot of memory, because our game lets you choose the screen resolution.

Also, these fonts to easily create, because there are a lot of already developed programs for creating bitmap fonts:
http://www.angelcode.com/products/bmfont/
Last edited by RPG on Thu May 12, 2011 1:22 pm, edited 1 time in total.
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