IndieGame/client/Assets/Plugins/zbitmap/zbitmapfont/bmfont1.14a~/doc/render_text.html

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<title>Bitmap Font Generator - Documentation</title>
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<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<p><img src="measures.png" align="right"></p>
<h2>How to interpret the values in the font descriptor file</h2>
<p>The image to the right illustrates some of the values found in the
<A href="file_format.html">font descriptor file</a>. The two dotted lines
shows the <tt>lineHeight</tt>, i.e. how far the cursor should be moved
vertically when moving to the next line.</p>
<p>The <tt>base</tt> value is how far from the top of the cell height the
base of the characters in the font should be placed. Characters can of course
extend above or below this base line, which is entirely up to the font design.</p>
<p>The filled red dot marks the current cursor position, and the hollow red dot
marks the position of the cursor after drawing the character. You get to this
position by moving the cursor horizontally with the <tt>xadvance</tt> value. If
kerning pairs are used the cursor should also be moved accordingly.</p>
<p>The <tt>yoffset</tt> gives the distance from the top of the cell height to
the top of the character. A negative value here would mean that the character
extends above the cell height. The <tt>xoffset</tt> gives the horizontal offset
that should be added to the cursor position to find the left position where the
character should be drawn. A negative value here would mean that the character
slightly overlaps the previous character. Observe that these values shouldn't
be used to move the cursor position.</p>
<p>The green rectangle illustrates the quad that should be copied from the texture
to the screen when rendering the character. The <tt>width</tt> and <tt>height</tt>
gives the size of this rectangle, and <tt>x</tt> and <tt>y</tt> gives the position
of the rectangle in the texture.</p>
<h2>Rendering colored text with outline</h2>
<p>When the bitmap font has been generated with a baked outline, i.e. the outline is
pre-generated in the font texture, the text is best rendered in two passes to avoid
the outline for a character to overlap the previous character.</p>
<p>In the first pass the application should use only the alpha channel of the font
texture as the transparency value when rendering the border.</p>
<p>In the second pass the application should use only the color channels of the font
texture as the transparency value to render the characters over the border.</p>
<p>With a two-pass rendering like this it is also very easy to apply different colors
to the border and the internal characters dynamically without the need to pre-color
the font in the texture. The application simply needs to multiply the transparency value
the desired color before blending it to the screen.</p>
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