Using Bitmapped fonts
BlitzMax Forums/BlitzMax Programming/Using Bitmapped fonts
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I was wondering how to use bitmapped fonts. I would perfer those over ttf fonts. |
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From what I know bmx already uses bmpfonts. Each time you load a font, a bmp of it is created. So you won't gain any increase of runtime speed from it. |
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My bitmap font module can be found here http://www.scottshaver2000.com/blitz/bmaxmods/sas.mod.zip it has the source code. Strict Framework BRL.GlMax2D Import SAS.bitmapfont Graphics 800,600,32 Incbin "34-small.png" Global scrollerFont:BitmapFont = BitmapFont.Create(24, 24, "incbin::34-small", ".png", 0, 0, 0, 1) Global scrollerFontControl:BitmapFontControl = BitmapFontControl.Create() scrollerFontControl.sineSmooth=0 HideMouse() While Not KeyHit(KEY_ESCAPE) Cls scrollerFont.DrawString(scrollerFontControl, 0, 0, "Hello there") Flip Wend ![]() An example of it in use can be found here: http://www.scottshaver2000.com/blitz/demo5/demo5.zip |
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Max loads truetype fonts and renders them into a pixmap before uploading (afaik). So you actually draw a bitmap. Would be nice(r) to have ttf fonts load and be turned into polygons for realtime scaling/rotations/distortions. |
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@Scott: Your modules are really great!, big thanks. |
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no problem :) |
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thank you! this really helped! |
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so basically you only need a bitmap font function if you don't want to use ttf fonts or you need some extra fancy function I guess. |