Hi
there,
When
using almost any building block (non-commercial time-limited version of Virtools
2.0) designed to display font textures/sprites, the text is shown incorrectly
with edge artifacts - while I understand that the text displayed as a texture is
filtered via hardware and will appear blurry (the setting "Disable Filter" does
not seem to work in such a way its name implies), I have no idea why simple 2D
Text sprite is cut incorrectly from the original bitmap. It looks like the
background colour is mixed with the edges of the sprite when using the simple
colour picking (keying). I have tried to fix this problem by using a different
background colour (= other than black), which is very similar in hue/lightness
to the font (foreground) colour - but the background is "picked" (keyed)
incorrectly as well: the purple lines used to mark individual letters are
displayed together with the characters... I have also found no way to add aplha
channel to any sprite.
My
obvious question(s) is: I would like to display a sprite text cut from bitmap
including its alpha channel (for shadow effects etc.) - how is such a task
accomplished, while maintaining the look of the original bitmap intact? Also, is
there a way to display a text cut from texture on any 2D Frame without
using hardware texture filtering?
I
would be happy if anyone can help or point me to some on-line examples showing
2D GUI designed using 2D sprites and/or textures...
Thank
you for your time!
Marcel