Hello!
I'm fine-tuning my 2D-Text-with-3D-position for a project and I am realizing the text feels kinda low res, as in not sharp/crisp.
Are there any tricks to make sure text looks good in Overlays?
I remember using a higher font size and then down scaling the geometry (a sprite in this case) when I was using XNA + C#. Not sure if something similar is possible with overlays? I've only gone as far as to check if there is a setScale (also tried setting the width/height but it did nothing).
I have messed around with the trueTypeSize and trueTypeResolution but since my font sizes are "normal" this doesn't really change much.
I'd appreciate any tips!
Cheers
[2.1] Making text look god in Overlays Topic is solved
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- Halfling
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- OGRE Team Member
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Re: [2.1] Making text look god in Overlays
increasing trueTypeResolution should usually do the trick
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- Halfling
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Re: [2.1] Making text look god in Overlays
I was about to reply that I tried that, but I tested it again now (I was at 128 but increased to 256).
Surprisingly it actually seems to look worse.
So instead I tried to decrease it to 64 and it actually looks better than before.
I tried to add an example screenshot of the two but the difference is quite small... Still doesn't make sense to me however.
So for now I am using trueTypeResolution - 64, trueTypeSize - 26
Are those values good/typical?
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Re: [2.1] Making text look god in Overlays
- trueTypeSize is the point size of the font as you would choose in e.g. Word.
- trueTypeResolution should match the dpi resolution of the screen, given that the text occupies trueTypeSize dots after projection (i.e. in screen space).
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- Halfling
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Re: [2.1] Making text look god in Overlays
That makes sense. Thank you!paroj wrote: ↑Wed Jun 19, 2019 1:19 pmalso note that mipmapping is disabled for font textures, which means that you get aliasing if you set dpi too high (conversely it gets blurry if dpi is too low).
- trueTypeSize is the point size of the font as you would choose in e.g. Word.
- trueTypeResolution should match the dpi resolution of the screen, given that the text occupies trueTypeSize dots after projection (i.e. in screen space).