Hi
@atilim,
I believe I've noticed an issue with the rendering from TTFont. Basically if the width of a piece of text falls outside an integer, e.g. 60.5 instead of 60, then the resultant display of the text is blurred slightly. I've had to write a function to check and add 0.25 to the position to resolve this but I thought I should let you know, as the output from Gideros directly should probably be consistent.
Cheers,
Gareth
Comments
Any thoughts you have on this @atilim would be appreciated. In pixel perfect mode it's really obvious when a text string is blurred
It's actually not a problem that's particularly unique to Gideros - I encountered a similar issue when using cocos2d-iphone and bitmap fonts and there I altered the size of a character I didn't use (and made sure the texture was blank) and padded a string with it to ensure even numbered widths on a returned string. Unfortunately a similar method here doesn't appear to be working.
I always use even widths and heights on all my textures (and ensure that resized assets will still have even widths and heights) as it's in inherent problem in rendering.
So it's currently a bit of a mess. I'm not sure I can sort this out either by altering the position or padding the TextField object with a dummy image. I can make it better but there are still problems.
Font rendering is always more of a pain than in should be, regardless of development system used.
I'm going to leave this, wasted hours trying to rectify the rendering this morning.