Game Development Community

Blurred Text in text windows Help

by Vince Gee · in Torque Game Engine Advanced · 02/17/2006 (4:13 am) · 17 replies

Can someone please explain to me why all my text is blurred in all the text windows in the game? I loaded the latest directx feb 2006 and I'm running a nvidia card. Any ideas?


Vince

#1
02/17/2006 (9:10 am)
Try turning off Anti-Aliasing on your video card. If this doesn't work, it may be the unicode problem that hasn't been fixed yet.
#2
02/17/2006 (9:51 am)
I did turn of anti-aliasing, so it must be the unicode bug... no problem, I'm assuming it will be fixed shortly.

Vince
#3
02/17/2006 (12:44 pm)
I have goofy looking text when I using my geforce 7800 GT, but not when I use my radeon X1300 PRO.
#4
02/17/2006 (11:41 pm)
I suspect this may break fonts that are anything but English, and as I am having this issue with my Nvidia card, as are others - I don't know what it might cause on ATI cards (if anything different).

But for those who are using Nvidia cards and would like to be able to at least read your console and game text till GG gets us a fix/patch.

gfx/gfxDevice.cpp:

Lines 878-881:

         F32 screenLeft   = pt.x;
         F32 screenRight  = pt.x + ci.width;
         F32 screenTop    = pt.y;
         F32 screenBottom = pt.y + ci.height;

Replace with: 

         F32 screenLeft   = pt.x - getFillConventionOffset();
         F32 screenRight  = pt.x - getFillConventionOffset() + ci.width * TEXT_MAG;
         F32 screenTop    = pt.y - getFillConventionOffset();
         F32 screenBottom = pt.y - getFillConventionOffset() + ci.height * TEXT_MAG;

TEXT_MAG is probably not needed, but left there from the orignal font code.


Line numbers should be correct, but if not - Sorry!

Please post if you find any other possible fixes, as it all is coming down to the DrawTextN function in gfxDevice.cpp, since the font system obviously is rendering okay on ATI cards.

Jeremiah
#5
02/18/2006 (3:19 am)
Byte, thanks a million, that works perfectly. One major pain resolved building my dialogues!

Dave.
#6
02/20/2006 (8:16 am)
This seems to fix the font rendering problems I was having on two different Nvidia cards. The fonts also still work on the ATI cards I have access to. I am using only English though, so I don't know if it breaks it for other languages.

Thanks for the fix!
#7
02/21/2006 (4:54 am)
I replaced the card w/ a ATI 1600 pro and all is working, so it must just apply to NVidia
#8
02/21/2006 (5:04 am)
The fix works great, I'm using an nvidia GF6600

Thanks!
#9
02/27/2006 (7:43 pm)
Also so works on nvidia FX5200

Thanks
#10
02/28/2006 (9:53 am)
This fix works on my NV 6600GT and my ATI X1800. Great job!
#11
03/01/2006 (3:11 pm)
Works a treat on my GeForce FX5900XT - Superb work Jeremiah!!
#12
03/08/2006 (6:12 pm)
Excellent! Works on my SLI 7800GTX rig, got tired of the unreadable text.
#13
03/24/2006 (2:56 pm)
Intrestingly enough I have this problem on stock TSE-HEAD with my geForce-7800GS. I'm compiling with VS-2005 Express Edition.

When I downloaded the pre-compiled TSE-precipitation demo, the fonts were fine. Leads me to belive it's a compiler issue of some kind OR the fix was already built in to that demo...

I didn't try the fix above yet, but maybe this tid-bit will help someone track down the real problem.


ps. turned off anti-aliasing on the card; no effect.
#14
03/25/2006 (11:18 pm)
I checked out a fresh version of HEAD 3 days ago and have the font bug. I have a much older version from September of 05 that does not have this problem. Has the new TSE font render been added yet? If so, this problem needs to be adressed.
#15
03/26/2006 (4:38 am)
The font issue seems to be tied to Unicode changes that were introduced. The changes I posted above are actually from the Old font rendering code, although it shouldn't be needed. I wouldve expected some sort-of official fix or something by now, too :(
#16
03/27/2006 (9:52 pm)
It's been there for a couple of months, but there haven't been any head updates in that time at all.
#17
05/03/2006 (1:12 pm)
I do believe the god's at GG have now fixed this :)