RasterFontViewer only understands 1BPP depth.
RasterFontViewer only understands 1BPP depth.
Anything else results to corrupted data.
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.
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/orGRAY8with 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
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.