Author Topic: How to make letters outline smooth ?  (Read 6360 times)

luxingji

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
How to make letters outline smooth ?
« on: October 09, 2014, 02:33:23 AM »
Hi
I am a mobbile game developer, and I saw the letters outline always can see the pixels( especially on Ipad) ,even I set outline width is 1.2 pixel. The Apple told me that's can not to be promotion.
So how to solut it ?

bac9

  • Full Member
  • ***
  • Thank You
  • -Given: 2
  • -Receive: 4
  • Posts: 113
    • View Profile
Re: How to make letters outline smooth ?
« Reply #1 on: October 09, 2014, 06:17:23 AM »
If you need a complex high quality outline, I'd recommend to use a bitmap font where a designer would prepare every glyph with the effect you want. It's impossible to create smooth high-radius outline directly with an arbitrary label font. NGUI outlines are essentially four shadows, i.e. four absolutely identical silhouettes shifted into four directions - you can't do anything better dynamically.

luxingji

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
Re: How to make letters outline smooth ?
« Reply #2 on: October 09, 2014, 09:31:18 PM »
Hell, if we use Chinese or Japanese letters, there over 10 thousands letters in the font, if we build a font by ourself that's not only a big size font, but also need cost so much time...
Hope NGUI can get a better on this...

bac9

  • Full Member
  • ***
  • Thank You
  • -Given: 2
  • -Receive: 4
  • Posts: 113
    • View Profile
Re: How to make letters outline smooth ?
« Reply #3 on: October 10, 2014, 02:09:56 AM »
As I've said, it's impossible to do that with a true type label, there is no data in the rasterized text to produce a proper outline. Duplicating and shifting the silhouette is the best that can be done.

Another alternative that won't require a bitmap is to use mesh-based text. There are plenty of text-to-geometry assets on the Asset Store, and some support enormously complex outlines. They will work with a .ttf source and won't require bitmap preparation for each character. Although I sure hope you only need that effect for some rare hero label - a solution like that is obviously completely unfit for dozens of labels per frame or dynamically changing content.