Advice on using t2dTextObjects?
by Justin Proffitt · in Torque Game Builder · 08/02/2011 (6:53 pm) · 4 replies
I have decided to start adding gui components to my project, and I noticed that t2dTextObjects are particularly.. finicky when it comes to rendering them. Depending on where I place them and what font is being used and in what order the characters within are arranged, there can be problems such as bleeding and aliasing. So I was curious if anyone who has worked with text in torque might be willing to impart some useful advice or tips on using them so they don't look horrendous?
I would be very grateful and I have a feeling many others would be too!
I would be very grateful and I have a feeling many others would be too!
About the author
I am a college student majoring in physics. As it so happens I like programming, a hobby which extends my profession in web design.
#2
08/04/2011 (10:11 pm)
Thank you, I am meticulously placing them to minimize issues. I think I figured out why the bleeding occurs: the t2dTextObjects don't have pads like imagemaps, so they sample the characters next to them. So I really hope someone in garage games picks up on that before their next release.
#3
I know they are more stabled with Torque 2D, but they still face similar usability issues with stretching and caching.
08/05/2011 (12:25 pm)
We recently discovered this bug via an iTorque 2D post. We noticed slight bleeding when a lot of t2dTextObjects were placed in the scene. We are logging it as a bug, but I do not have an ETA on a fix. In general, I tend to discourage the use of t2dTextObjects in iTorque 2D projects. I know they are more stabled with Torque 2D, but they still face similar usability issues with stretching and caching.
#4
Perhaps someone will post a fix that does the same padding thing to them as image maps, or I can modify my font to have a couple extra pixels of space between characters.
08/05/2011 (12:59 pm)
Thanks for the notice! Right now my only problem with them is the bleeding; I can get around the font caching and have no reason to manipulate their dimensions. Perhaps someone will post a fix that does the same padding thing to them as image maps, or I can modify my font to have a couple extra pixels of space between characters.
Torque Owner Rpahut