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Support / Re: Getting fonts to look perfect
« on: May 11, 2013, 04:42:34 am »
I'm not sure if it's possible to get the characters to look exactly the way I want at lower font sizes. At larger fonts they do look correct. Which makes sense since each glyph contains more pixels to get all the detail out of it. I probably will just have to tinker around and find the optimal settings in BMFont Generator by super sampling at smaller font sizes.
(Extra reading for anyone interested: http://blog.felixbreuer.net/2011/07/27/fonts.html )
unikron are you familiar with the issue I was referring to before about bilinear filtering causing glyphs to get cut off at the top and bottom? Probably nothing you can do with 2dtoolkit regarding this. BMFont gives the coordinates of the glyph, and enabling bilinear filtering in unity will alter the texture given by bmfont without reconfiguring the xml coordinates in the bmfont, thereby making some of the characters look cut off.
(Extra reading for anyone interested: http://blog.felixbreuer.net/2011/07/27/fonts.html )
unikron are you familiar with the issue I was referring to before about bilinear filtering causing glyphs to get cut off at the top and bottom? Probably nothing you can do with 2dtoolkit regarding this. BMFont gives the coordinates of the glyph, and enabling bilinear filtering in unity will alter the texture given by bmfont without reconfiguring the xml coordinates in the bmfont, thereby making some of the characters look cut off.
