Hi
there,
When
using almost any building block 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