Hello
If you look at the picture you can see the in editor does not look like the font. I have changed the intensity but that does not seem to work. tried with opentype and truetype and both look the same
Hello
If you look at the picture you can see the in editor does not look like the font. I have changed the intensity but that does not seem to work. tried with opentype and truetype and both look the same
Unfortunately, this is a side effects of distance field rendering approach that we are using. More details here: https://www.google.com/amp/s/lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/amp/
ok so there is nothing that can be done? Didn’t know if there was a way to increase the resolution or something like that
Increasing the texture size may help? I don’t know if that’s an option in our editor at the moment. I will have to defer to our graphic developers on this one to be honest. @mvaligursky or @slimbuck, Any ideas on how we could get pixel fonts to look better?
Hey @kdarius when I first saw your picture I thought this was a matter of adjusting the font’s intensity.
Just throwing this out there, if you press “process font” in the font setting panel it will actually reset the intensity value. I don’t know if that helps or not, but I just ran into that myself about an hour ago.
I suspect what you see is a texture converted to Signed Distance Field as mentioned. When the text using this font is rendered, the math in the shader uses this information to draw soft edges / drop shadows and similar, the texture is not rendered directly. Have you tried using this font in say UI rendering? That should render nicely.
@RipcordDev i tried intensity but that did not work?
@mvaligursky sorry when you say UI rendering what do you mean? the Text is on an element that is on a 2d screen
would you be able to create a tiny project with a repro for us to look at please?
It’s a corporate project but since u are part of the playcanvas team I can give u access for a little bit or send u the font
@kdarius @mvaligursky - PlayCanvas uses a multi-channel SDF tool called msdfgen (https://github.com/Chlumsky/msdfgen) to create font assets from truetype/opentype files - and it seems msdfgen is not handling this font well - I did a search of existing msdfgen issues and the problem could be related to an existing open msdfgen issue: https://github.com/Chlumsky/msdfgen/issues/80 - which unfortunately doesn’t seem to have a trivial fix.