Thank you for response, guys.
For your uv's, can you try x / (width-1), (x+w)/(width-1), y / (height-1), (y+h)/(height-1)?
If you're using endpixel, try endpixel-1 / (with-1)
?
and try with with no filtering in the sampler too.
*edit, erm, the other types of filtering i mean.
Well yes, that's what I have done in my font description creator tool. Now, the start texture coordinate is calculated as startPixel/(width-1) and end texture coordinate as endPixel/(width-1). The height is the same for all font letters, since they are placed in single line inside texture. Tried other types of filtering too, but unfortunately with no results.
I know you are trying to do this as a learning exercise, but have you tried just using the PNG version of the texture instead of the DDS? It would be worth a shot to see if you can get rid of the compression artifacts as a possible source of error.
If you want to see another reference, MJP added his text renderer to Hieroglyph 3. Take a look in the SpriteRendererDX11 class, and you will see how he is using GDI to build the glyph texture. I recall having issues if the source texture was not anti-aliased, and if the origin texture size is slightly off from the end size in the render target.
Unfortunately, I'm not familiar with texture loading from file types other than DDS yet. I use Microsoft DDS loader from their tutorials, since I'm writing code using Windows 8 SDK, where lots of D3DX loading functions have been cut off. However, I created a single plane with the size of DDS texture, covering it with that texture, and here is the result:
Upper text is generated by number of planes and fractional texture coordinates. The text in the center of the image is a solid rectangle with single font texture over it. As you can see, latter is displayed fine, so I assume there is no distortion, caused by texture convertion mechanism.
Concerning GDI. Thank you for pointing that out for me, but I hope to use the same text class I'm creating right now in 3D world as well. As far as I understand, GDI is used for 2D text rendering on the window surface (standard Win32 graphics API). The code of Hieroglyph 3 is extremely well written, but it's a little overwhelming project for me as beginner =) That's why I'm trying to create very simple font rendering engine the same way as described in Rastertek tutorial.
On your new picture the letter widths are still different from the texture. If you are using point sampling, try switching to linear filtering and you will see it more clearly that the texture is blurred. Disable blending or add character boxes to your texture in different colors, so you can see each quad matches the corresponding quad in the texture pixel by pixel.
I'm using linear filtering, tho I played with other filters and ever tried to disable Z-buffer, but those actions provided no result. Here is comparison with and without alpha, to emphasize pixel occupation by letter-planes. Pay no attention to spaces between letters, because they are auto-generated and do not belong to either letter geometry:
If that helps, my font texture is 1900x18 pixels:
Not sure why, but it seems that forum engine compressed it, so it's just an example.
And generated coordinates are the following (the line consists of letter, width-in-pixels, height-in-pixels, start texture U coordinate, end texture U coordinate):
: 3 18 0.003159558 0.004212744
, 3 18 0.01421801 0.0152712
. 3 18 0.02632965 0.02738283
! 3 18 0.03791469 0.03896788
@ 7 18 0.04844655 0.05160611
# 8 18 0.059505 0.06319115
~ 8 18 0.07109005 0.07477619
% 7 18 0.08320168 0.08636124
$ 7 18 0.09478673 0.09794629
( 3 18 0.1079516 0.1090047
) 3 18 0.1184834 0.1195366
- 8 18 0.1290153 0.1327014
+ 9 18 0.1406003 0.1448131
= 9 18 0.1521854 0.1563981
/ 7 18 0.1637704 0.16693
* 7 18 0.175882 0.1790416
? 7 18 0.1874671 0.1906267
< 9 18 0.1985255 0.2027383
> 9 18 0.2101106 0.2143233
\ 7 18 0.2216956 0.2248552
A 11 18 0.2327541 0.23802
B 8 18 0.2448657 0.2485519
C 9 18 0.2564508 0.2606635
D 9 18 0.2680358 0.2722486
E 8 18 0.2796209 0.283307
F 8 18 0.2912059 0.294892
G 9 18 0.3027909 0.3070037
H 9 18 0.314376 0.3185887
I 7 18 0.3264876 0.3296472
J 9 18 0.3375461 0.3417588
K 9 18 0.3491311 0.3533439
L 9 18 0.3607162 0.3649289
M 11 18 0.3717746 0.3770405
N 9 18 0.3838862 0.388099
O 9 18 0.3954713 0.399684
P 8 18 0.4075829 0.4112691
Q 9 18 0.4186414 0.4228541
R 9 18 0.4302264 0.4344392
S 7 18 0.4423381 0.4454976
T 9 18 0.4533965 0.4576093
U 9 18 0.4649816 0.4691943
V 10 18 0.47604 0.4807793
W 11 18 0.4876251 0.492891
X 10 18 0.4992101 0.5039495
Y 9 18 0.5113217 0.5155345
Z 7 18 0.5234334 0.526593
a 8 18 0.5350184 0.5387046
b 9 18 0.5460769 0.5502896
c 8 18 0.557662 0.5613481
d 9 18 0.5692469 0.5734597
e 8 18 0.580832 0.5845182
f 8 18 0.5929437 0.5966298
g 8 18 0.6040021 0.6076882
h 9 18 0.6155872 0.6197999
i 7 18 0.6276988 0.6308584
j 5 18 0.6392838 0.6413902
k 8 18 0.6508689 0.654555
l 7 18 0.6624539 0.6656135
m 11 18 0.6729858 0.6782517
n 9 18 0.6850974 0.6893101
o 8 18 0.6966825 0.7003686
p 9 18 0.7082675 0.7124802
q 9 18 0.7198526 0.7240653
r 8 18 0.7319642 0.7356504
s 7 18 0.7435492 0.7467088
t 8 18 0.7546077 0.7582939
u 9 18 0.7661927 0.7704055
v 10 18 0.7772512 0.7819905
w 11 18 0.7888362 0.7941021
x 9 18 0.8009478 0.8051606
y 11 18 0.8120063 0.8172722
z 7 18 0.8246446 0.8278041
0 7 18 0.8362296 0.8393891
1 7 18 0.8478146 0.8509742
2 8 18 0.8588731 0.8625593
3 7 18 0.8709847 0.8741443
4 7 18 0.8825698 0.8857293
5 7 18 0.8941548 0.8973144
6 8 18 0.9057398 0.909426
7 7 18 0.9173249 0.9204845
8 7 18 0.92891 0.9320695
9 7 18 0.940495 0.9436545
I think it can be caused by floating point unpresice issues, but I'm not sure how to prove that and how to fix that, if it is the case. For example, consider letter Q (width 9 pixels) will have 0.4186414x1899=795.04320186 start pixel and 0.4228541x1899=802.9999359 end pixel, when DX tries to get texel for concrete pixel.
I don't multiply anything in my application, just wondering if DX could interpolate pixels wrong. Tho, there is the same issue with texture coordinates in Rastertek's tutorial, but result text looks just fine in it.
Edited by GuardianX, 21 February 2013 - 07:08 AM.