Author Topic: Labels in different Resolutions  (Read 3643 times)

Shelt

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Labels in different Resolutions
« on: April 12, 2012, 09:07:17 AM »
I'm about to investigate if there will be any problems with label text when changing resolution. The major problem i'm concerned about is if the label with get blurry if scaled down to much or scaled up to much when only using one font texture. Just wanted to get some quick thoughts before I begin to save some time.

Could the best way to handle this have several textures of the same font but with different font sizes and change the texture used on all labels in the game when the user changes resolution? For example have font textures for font size 10, 15, 20, 25, 30, 40 and 50?

If that is the way to go I see problem in massive texture charts if I for example want to add a Chinese font with lots of characters and then have to multiply the texture with 7 to have clean texts in game for all resolutions.

I would like some comments and thoughts for you!

Thanks,
Shelt

ArenMook

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Re: Labels in different Resolutions
« Reply #1 on: April 12, 2012, 02:21:19 PM »
Yeah, eastern fonts tend to be massive, to say the least. You definitely want to design your apps with this limitation in mind. Having 7 different font sizes in the game is going a little overboard. :) I'm pretty sure font size 25 and up won't even fit into a single texture when the eastern glyphs are exported, as it would go past 4096x4096. My suggestion -- either export only the glyphs you actually need which would save you a ton of texture memory, or just limit the number of different font sizes you have, and design the UI so that it doesn't stretch / shrink the fonts much.