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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2021-08-18 00:00:00Z and 2021-08-19 00:00:00Z
01:07
01:07
0.7.6 font seems to be having issues
01:07
is it just me?
01:07
would like a confirmation before I make any issue (edited)
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both 0.7.6?
09:41
I think it's related due to string length?
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the upper image shows the font and it's pretty readable, but it's still noticeably lower quality than Warmup etc. for me
10:07
10:07
making it longer didn't really worsen the result :/
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can confirm, it's probably similar to https://github.com/teeworlds/teeworlds/issues/2251
The round end scoreboard renders a big font which has a low resolution. And especially on 4K screens it is noticeable.
15:54
not sure if there is an issue with the text render itself, but the issue with the client broadcast could simply be fixed by doubling the font size and internal resolution in CBroadcast
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might be MapScreen calls was different between creating the cursor and rendering the cursor
15:58
when creating the cursor the cursor think the area is smaller than when it is rendered
16:00
but i don't see why it is affected by string length tho
16:02
for #2251, that's because we don't render larger font textures. we only want to use a single texture for font and we don't want to go above 2K. Once graphics supports shaders we can use SDF or MSDF for high quality fonts. (edited)
16:03
and i don't think it is related to the issue Stiopa is having
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I see, yeah, TextDeferred uses the current screen size
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it kinda has to tho, i don't think it is reasonable to ignore current screen context when drawing.
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the issue is that TextDeferred is called from outside the drawing routine
16:09
so DoClientBroadcast either has to change the screen size or store the string for later
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i usually just remap the screen to the same context when drawing.
16:09
i think i did that for kill messages
16:09
those are cached as well
16:11
maybe we add a debug only message that yells at you when you render in a different screen mapping? that way we only save screen mapping in ram for debug build.
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TsFreddie
i usually just remap the screen to the same context when drawing.
yeah, that seems the easiest, I'll probably commit that later
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Add screen mapping in DoClientBroadcast as TextDeferred uses the current screen size. Fixes client broadcast being rendered in lower resolution.
Exported 28 message(s)