{"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":38,"created_at":"2016-06-19T18:35:20Z","updated_at":"2016-09-15T01:38:15Z","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/247208912","html_url":"https://github.com/GoranM/bdx/issues/693#issuecomment-247208912","issue_url":"https://api.github.com/repos/GoranM/bdx/issues/693","id":247208912,"user":{"login":"GoranM","id":2141814,"avatar_url":"https://avatars.githubusercontent.com/u/2141814?v=3","gravatar_id":"","url":"https://api.github.com/users/GoranM","html_url":"https://github.com/GoranM","followers_url":"https://api.github.com/users/GoranM/followers","following_url":"https://api.github.com/users/GoranM/following{/other_user}","gists_url":"https://api.github.com/users/GoranM/gists{/gist_id}","starred_url":"https://api.github.com/users/GoranM/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/GoranM/subscriptions","organizations_url":"https://api.github.com/users/GoranM/orgs","repos_url":"https://api.github.com/users/GoranM/repos","events_url":"https://api.github.com/users/GoranM/events{/privacy}","received_events_url":"https://api.github.com/users/GoranM/received_events","type":"User","site_admin":false},"created_at":"2016-09-15T01:38:15Z","updated_at":"2016-09-15T01:38:15Z","body":"> I don't think it would be so hard to add it ourselves, if we can attain information about character dimension and spacing easily and with precision of course. This isn't the case with how Hiero was integrated, that's for sure.\r\n\r\nAs far as I know, BitmapFontGenerator doesn't produce additional font data; It's the same angel-code output we got with Hiero, so the range of possibilities is largely unchanged.\r\n\r\n@SolarLune \r\n\r\nCouldn't we simply add a custom property in the existing font properties panel for things like resolution?\r\n\r\nAlso, I would suggest keeping the first PR simple. Just replacing the existing Hiero setup, with the ability to change resolution, and set outline/shadow should be enough for now."}}
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