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RasterFontViewer only understands 1BPP depth.

Open nkrapivin opened this issue 4 years ago • 3 comments

RasterFontViewer only understands 1BPP depth.

Anything else results to corrupted data.

nkrapivin avatar Aug 12 '21 18:08 nkrapivin

Thanks for the report. The RasterFontGen and RasterFontViewer tools are specifically intended for the Xbox Development Kit "Front Panel Display" which is monochromatic.

I'm guessing you used GRAY2, GRAY4, and/or GRAY8 with the RasterFontGen tool? I'm guessing that was never really more than a development experiment.

walbourn avatar Aug 14 '21 20:08 walbourn

Thanks for the report. The RasterFontGen and RasterFontViewer tools are specifically intended for the Xbox Development Kit "Front Panel Display" which is monochromatic.

I'm guessing you used GRAY2, GRAY4, and/or GRAY8 with the RasterFontGen tool? I'm guessing that was never really more than a development experiment.

Yeah... I had to peek at BMFont's source code, but this was also helpful (in terms of glyph cell positioning)

Made my own GDI font renderer: https://pastebin.com/N9JuFeuy

nkrapivin avatar Aug 15 '21 11:08 nkrapivin

The code in RasterFontGen can capture both 'TrueType' and older style "Raster" fonts. I've got a work item on my backlog to add support for capturing 'raster' fonts to DirectX Tool Kit's MakeSpriteFont tool. Most cases are best served with TrueType fonts, but for the very small Xbox Front Panel display, raster fonts are needed for easy reading.

walbourn avatar Aug 15 '21 16:08 walbourn