Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

239 Neutral

About ehmdjii

  • Rank
    Advanced Member
  1. to get the x position of the next character, one should shift by xadvance.   but should one also add any possible kerning amount?     so:   x_pos_for_next_char = current_x_pox + character.xadvance   or   x_pos_for_next_char = current_x_pos + character.xadvance + kerning   thanks!
  2. ehmdjii

    [BMFont] Duplicate kerning pairs

    Trebuchet MS Bold # AngelCode Bitmap Font Generator configuration file fileVersion=1 # font settings fontName=Trebuchet MS fontFile= charSet=0 fontSize=64 aa=4 scaleH=100 useSmoothing=1 isBold=1 isItalic=0 useUnicode=1 disableBoxChars=1 outputInvalidCharGlyph=0 dontIncludeKerningPairs=0 useHinting=0 renderFromOutline=0 useClearType=1 # character alignment paddingDown=1 paddingUp=1 paddingRight=1 paddingLeft=1 spacingHoriz=1 spacingVert=1 useFixedHeight=0 forceZero=0 # output file outWidth=512 outHeight=512 outBitDepth=32 fontDescFormat=0 fourChnlPacked=1 textureFormat=png textureCompression=0 alphaChnl=2 redChnl=2 greenChnl=2 blueChnl=2 invA=0 invR=0 invG=0 invB=0 # outline outlineThickness=3 # selected chars chars=32-126,160-383,894,1025,1040-1103,1105,8364,119155-119162,917505,917536-917631 # imported icon images
  3. ehmdjii

    [BMFont] Duplicate kerning pairs

    hi, i noticed that certain kerning pairs are duplicate in the fnt file ( no matter the format is txt, xml or binary)   an excerpt:   kerning first=87  second=114 amount=-1   kerning first=87  second=117 amount=-1   kerning first=118 second=46  amount=-7   kerning first=89  second=32  amount=-1   kerning first=89  second=44  amount=-7   kerning first=118 second=46  amount=-7   kerning first=89  second=46  amount=-7   kerning first=89  second=58  amount=-3     notice the pair 118/46   i know this can probably be ignored and is not a big problem, i just wanted to let you know...
  4. ehmdjii

    Can BMFont be used as a library.

    yeah, that is what i am doing now and it also works! but it would be more convenient to have it cleaner integrated into the code and have the font data directly in memory without writing to disk.
  5. ehmdjii

    Can BMFont be used as a library.

    i see.    well in my specific case BMFont is used as part of an SDK. the developer using this SDK can specify a font to be used with fontname, size, style. and besides preprocessing all possible combinations of these, i wanted a way to dynamically create them.
  6. ehmdjii

    Can BMFont be used as a library.

    BMFont has a very nice commandline interface plus config file, where you can achieve everything that can be done via the GUI.   Is it possible to also integrate this functionality in your application? Like loading it as a DLL and calling certain functions that produces the textures and the fnt file just in memory without writing it to disk? with this we could more dynamically create a multitude of fonts. imagine a texteditor, where the user can pick fontface, fontsize, fontstyle, ...
  7. hi, i use DX11 to bring my game into an exclusive fullscreen mode.   i want to handle the events, when the fullscreen mode is interrupted by the OS. like when alt+tab is pressed, or ctrl+alt+del.   is there an event on the Window or the WindowHandle where i can subscribe to?
  8. I am using SharpDX to play Sound via XAudio2 and got problems looping an xWMA file on a certain range. the values LoopBegin and LoopLength seem to be completely ignored when using xWMA files; it always loops the entire soundfile. However on WAV files these values work like expected. i was already reading http://msdn.microsoft.com/en-us/library/windows...er%28v=vs.85%29.aspx but i believe i have met all criteria with the values to PlayBegin, PlayLength, LoopBegin, LoopLength etc. anything specific about xwma data that i am missing here? i am using this function to set the values in samples since all my files have 44100KhZ   static int MilliSecondsToSamples(double millis) { return (int) (44100.0 * millis / 1000.0); }
  9. cool thanks, btw, did you ever consider making bmfont open source? this way others can contribute features.
  10.  yeah the crash seems fixed. thanks a lot for that! (i have corrected the link of my otf, but its not relevant anymore.)   thanks for the explanation of the additional font file.   that brings me to a feature request: i would like to specify a font which i have not installed, AND in addition specify another font from where missing glyphs in the first font file should be taken from.   for example that one font i uploaded has only the basic glyphs a-Z, 0-9,  so in order to also show cyrlilic text, it should use glyphs from Arial Unicode MS (which seems to contain almost every glyph).
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!