{"action":"created","issue":{"url":"https://api.github.com/repos/GoranM/bdx/issues/693","repository_url":"https://api.github.com/repos/GoranM/bdx","labels_url":"https://api.github.com/repos/GoranM/bdx/issues/693/labels{/name}","comments_url":"https://api.github.com/repos/GoranM/bdx/issues/693/comments","events_url":"https://api.github.com/repos/GoranM/bdx/issues/693/events","html_url":"https://github.com/GoranM/bdx/issues/693","id":161085651,"number":693,"title":"Suggestion: Option for higher res text","user":{"login":"Lucrecious","id":4584511,"avatar_url":"https://avatars.githubusercontent.com/u/4584511?v=3","gravatar_id":"","url":"https://api.github.com/users/Lucrecious","html_url":"https://github.com/Lucrecious","followers_url":"https://api.github.com/users/Lucrecious/followers","following_url":"https://api.github.com/users/Lucrecious/following{/other_user}","gists_url":"https://api.github.com/users/Lucrecious/gists{/gist_id}","starred_url":"https://api.github.com/users/Lucrecious/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Lucrecious/subscriptions","organizations_url":"https://api.github.com/users/Lucrecious/orgs","repos_url":"https://api.github.com/users/Lucrecious/repos","events_url":"https://api.github.com/users/Lucrecious/events{/privacy}","received_events_url":"https://api.github.com/users/Lucrecious/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":46,"created_at":"2016-06-19T18:35:20Z","updated_at":"2016-09-16T15:33:20Z","closed_at":null,"body":"Hey!\r\n\r\nI know that there has been a thread for this before, but this is going at the problem with a different approach.\r\n\r\nRight now we're using Hiero to generate BitMapType fonts. This becomes a little bit of a hassle when we are not using blocky fonts or want big text. Either we make the text small enough so the pixelation is hidden or we play around with Hiero to get a higher resolution text. I don't think any of these solutions are very good.\r\n\r\nWhy not use FreeTypeFontGenerator?\r\nhttps://github.com/libgdx/libgdx/wiki/Gdx-freetype\r\n\r\nI understand that we might have to give up a little bit of speed, but if text is used sparingly, this shouldn't be much of a problem. I'm not suggesting to remove the already implemented text handling, just have another for anyone who wants to give up a little bit of frames for nicer text (that would be easier and more convenient to generate).\r\n\r\nAnyways, here is a rough result with FreeType I did with BDX (very hacky solution right now):\r\n![image](https://cloud.githubusercontent.com/assets/4584511/16179119/bc11df28-362a-11e6-8d57-146c30dd45c0.png)\r\nThis is 72 font size on a 1080x720 display. Looks pretty nice if you ask me.\r\n\r\nSadly, it seems that my hacky solution killed the profiler, so I wasn't able to check the ongoing frame rate.\r\n\r\nI'd be happy to implement this feature, just wondering if anyone else is interested?\r\n\r\n**Edit:**\r\nJust wanted to make a note that this would only be used for GUI elements, since I wouldn't plan on adding a makeshift z-axis. This text would only be drawn at the end (over everything) much like the lines and points implemented already.\r\n\r\nMy main idea, in terms of implementation, right now is to have an extra for loop in Bdx.main that iterates through all the FreeFont text objects and draws them. Is there a better way of doing this? I'm still scavenging around the code to see where I can hook into all this."},"comment":{"url":"https://api.github.com/repos/GoranM/bdx/issues/comments/247632004","html_url":"https://github.com/GoranM/bdx/issues/693#issuecomment-247632004","issue_url":"https://api.github.com/repos/GoranM/bdx/issues/693","id":247632004,"user":{"login":"SolarLune","id":4733521,"avatar_url":"https://avatars.githubusercontent.com/u/4733521?v=3","gravatar_id":"","url":"https://api.github.com/users/SolarLune","html_url":"https://github.com/SolarLune","followers_url":"https://api.github.com/users/SolarLune/followers","following_url":"https://api.github.com/users/SolarLune/following{/other_user}","gists_url":"https://api.github.com/users/SolarLune/gists{/gist_id}","starred_url":"https://api.github.com/users/SolarLune/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SolarLune/subscriptions","organizations_url":"https://api.github.com/users/SolarLune/orgs","repos_url":"https://api.github.com/users/SolarLune/repos","events_url":"https://api.github.com/users/SolarLune/events{/privacy}","received_events_url":"https://api.github.com/users/SolarLune/received_events","type":"User","site_admin":false},"created_at":"2016-09-16T15:33:20Z","updated_at":"2016-09-16T15:33:20Z","body":"\"If it so feels the need\" - that's if the font size makes the font too large to fit on the source texture. I considered automatically setting the resolution based on the font size, but that might not be a good idea if it doesn't scale linearly, or if there are more characters in the font than usual.\r\n\r\n> Maybe I could prepare a fix for the profiler so this could be evaluated immediately after this is merged. I think I'll be needing a week or so.\r\n\r\nI'm not quite sure what you're referring to, but this does require that you re-export the profiler scene (so, delete the existing one in the scenes folder of your project) because the font in the profiler blend file no longer points to the `hiero` directory (because it was renamed to `fontgen`)."}}
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