RE: [GD-General] Scaling GUI graphics
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From: Brian S. <bs...@mi...> - 2002-06-25 19:02:30
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> > > FreeType (http://www.freetype.org) makes high quality output; it's > > > what XFree86 uses these days. > >=20 > > Cool, I'll check it out, thanks. > >=20 > > I use that one would need a freely redistributable TTF=20 > fonts (are the=20 > > Windows ones in the free and clear? I doubt it). >=20 > Heh, I think you're right. MS's web fonts are good quality and free > as in beer, but I imagine there are limits on redistribution. Debian > Linux actually includes a package that downloads the fonts from MS's > web site and installs them, so the fonts themselves aren't actually in > the distro. That's probably too complicated an approach to rely on > for a mass market game though. >=20 > What we did in Soul Ride, which worked well I think, was the artist > made antialiased bitmapped fonts in Photoshop (from TrueType source > fonts), and we rendered using alpha blending. Scaling worked fine; > the antialiasing will obviously work better if you don't scale too > radically, but over a factor of 2 or 3x, they looked pretty nice IMO. I've done this in the past too, and it looks pretty good. The downside is that if you just render a string by rendering individual characters, you don't get nice things like pair kerning and ligature substitution that make your text look really high-quality...still, for the average game that's overkill. I'm ignorant of the legal issues involved, but it seems like it should be technically possible to process a TTF font into a bitmap font via freetype and end up with something that you can use in your game... --brian |