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author | Alex Fraser <alex@phatcore.com> | 2012-02-04 05:51:59 +0400 |
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committer | Alex Fraser <alex@phatcore.com> | 2012-02-04 05:51:59 +0400 |
commit | a05fdb837b89f2fba04587e99d0eecaa9cf174c3 (patch) | |
tree | 3739d95c3a2b10d1ae7cc8a0723ba3cb19924e0a /source/blender/blenfont/BLF_api.h | |
parent | dc97e07134c48aacf5e3de4436d70e7b71fbecaa (diff) |
Fix for aliased fonts in the game engine.
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
- Texture filtering is turned on for in-game text.
- All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
Diffstat (limited to 'source/blender/blenfont/BLF_api.h')
-rw-r--r-- | source/blender/blenfont/BLF_api.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenfont/BLF_api.h b/source/blender/blenfont/BLF_api.h index a045f47cb40..8752defcc15 100644 --- a/source/blender/blenfont/BLF_api.h +++ b/source/blender/blenfont/BLF_api.h @@ -197,6 +197,7 @@ void BLF_dir_free(char **dirs, int count); #define BLF_KERNING_DEFAULT (1<<3) #define BLF_MATRIX (1<<4) #define BLF_ASPECT (1<<5) +#define BLF_TEXFILTER (1<<6) #define BLF_DRAW_STR_DUMMY_MAX 1024 |