Author Topic: Multi-Texture Font  (Read 5361 times)

adam718

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Multi-Texture Font
« on: November 02, 2012, 11:16:56 AM »
Hi! Aren.

Do you plan to involve multi texture font for Asian(Chinese, Korean, Japanese) ?

- I know the thread that you said it is enough to use CJK font with 2048 * 2048 texture.
  But When I make 50 ~ 60 size font, 2048 * 2048 texture is not surely enough.
- I also thought of scaling but it is not right idea for designer as you know.
- I used packed texture font too.
  But because of alpha, the edge is not that smooth, so Text is not beautiful and I couldn't use alpha animation.

I am really looking forward to multi-texture font.
Could you involve that function in update?

I hope you could do it for Asian developers.

Thank you,
Best Regards,
Adam,

ArenMook

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Re: Multi-Texture Font
« Reply #1 on: November 02, 2012, 04:28:08 PM »
Unity's upcoming UI will handle this properly. You will be able to dynamically include only the needed characters, so the texture size will be much reduced.

Until then, look into the Packed Font feature. You will be able to fit 4 times the amount of characters into one texture. I'm not sure what you mean "because of alpha". There should be no difference in quality.

adam718

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Re: Multi-Texture Font
« Reply #2 on: November 05, 2012, 03:48:27 AM »
Unity's upcoming UI will handle this properly.
Really ?? New GUI will include that functionality? Wow, thank you for that news.

You will be able to dynamically include only the needed characters, so the texture size will be much reduced.
I included only the needed characters but cause of font size I couldn't reduce texture size.
It is related to chat like application, so that I should include almost whole characters which are well used.

Until then, look into the Packed Font feature. You will be able to fit 4 times the amount of characters into one texture. I'm not sure what you mean "because of alpha". There should be no difference in quality.
What I mean about "because of alpha" is
As you know in BMFont tool there is "Render from true type outline" and "Font Smoothing" option and it is very important that it makes character's edge smoothly and soft.
But when packed font, it doesn't work i think and the character isn't cute ^*^.

===
I got news that new UI will be published in unity 4.x.
But it will also take a couple of years till what we(developers) are satisfied.
And also new UI will follow the way NGUI has taken.
So I really hoped Mutltexture font functionality in NGUI.

===
To be frank, I encountered serious problem that I couldn't use NGUI because Korean font texture size exceeds 4096(Chinese is same).
So I changed my mind and now I try to make text effect with GUIText because unity 4.0 beta supports dynamic font in mobile and no problem to generate big text.
But effect is much more difficult than NGUI.
I make outline text with 5 GuiTexts.
Right now I try to clip GUIText but i think no way to do it. (Actually I did it in NGUI)
===
That's my problem and I respect your opinion on that.
« Last Edit: November 05, 2012, 03:51:05 AM by adam718 »

ArenMook

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Re: Multi-Texture Font
« Reply #3 on: November 05, 2012, 04:51:00 AM »
Unless you're using a font of size like 32+, there is really no reason why a packed texture would ever exceed 4096x4096. I was able to fit a size 16 font's chinese-japanese-korean glyphs into a single 2048x2048 texture before, suggesting that size 32 would fit into 4096x4096.

adam718

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Re: Multi-Texture Font
« Reply #4 on: November 05, 2012, 04:53:28 AM »
Unless you're using a font of size like 32+, there is really no reason why a packed texture would ever exceed 4096x4096. I was able to fit a size 16 font's chinese-japanese-korean glyphs into a single 2048x2048 texture before, suggesting that size 32 would fit into 4096x4096.

What if I need 32+ font, no way to use?
I need 60 font size exactly so my problem occurred.

ArenMook

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Re: Multi-Texture Font
« Reply #5 on: November 05, 2012, 11:27:20 AM »
Size 60 font with full CJK glyphs in them? 'fraid you're asking too much from the system. Either use a smaller font or use Unity's dynamic font system somehow.