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Main forum => Bug Reports => Topic started by: doimus on 2009-Dec-20

Title: Messed up 256-character fonts
Post by: doimus on 2009-Dec-20
I have trouble using 256-character fonts with squared size, made with DiNGSFont.

GLB prints completely different characters when using it. This only happens when using the n^2 option AND 256-character option at the same time.



Title: Re: Messed up 256-character fonts
Post by: MrTAToad on 2009-Dec-20
I think its been like that for a while now...
Title: Re: Messed up 256-character fonts
Post by: Kitty Hello on 2009-Dec-21
post the font file,please
Title: Re: Messed up 256-character fonts
Post by: doimus on 2009-Dec-21
I'm attaching the font file and the result I get when I run this code:
Code (glbasic) Select


LOADFONT "font1.png", 1
SETFONT 1

PRINT "This is a test of 256-char font.", 0,0

SHOWSCREEN
KEYWAIT




[attachment deleted by admin]
Title: Re: Messed up 256-character fonts
Post by: Kitty Hello on 2009-Dec-22
Make the font at least one pixel higher than wide. 512x512 is bad. Did the font create do this for you?
Title: Re: Messed up 256-character fonts
Post by: doimus on 2009-Dec-22
I was aiming at 32x32 characters intentionally - the goal was to manually replace some characters with images and to use that to draw game graphics, Commodore 64 style. =D
Title: Re: Messed up 256-character fonts
Post by: Hemlos on 2009-Dec-22
I thought this was messed up because i didnt have extra languages suported in my computer.

@Gernot: yes the dings font thing makes the images that dimension when you select n^2 squared.
Title: Re: Messed up 256-character fonts
Post by: Moru on 2010-Jul-29
This is still the case btw. It's enough to start DiNGSFont, select 2^n, 256 characters and save as PNG. This makes the fontsize 16x16 pixels and you get a fontfile that is 256x256 pixels big.
Title: Re: Messed up 256-character fonts
Post by: Kitty Hello on 2010-Jul-29
OK, I'll fix it for good.
Title: Re: Messed up 256-character fonts
Post by: Moru on 2010-Jul-30
Great, thanks!