Bitmap Font Creator
2021年9月10日Download here: http://gg.gg/vy1c8
Export options
You can open the export options dialog by going to the Options menu and choosing Export options, or you can just press T on the keyboard.
Product Enquiry This plugin allows you to easy create and edit Bitmap font. Simply choose your texture, unicode number and specify rect of desired symbol. Bitmap Font Builder is an application that makes it easy to create bitmaps for use in OpenGL and DirectX applications. There are many complicated and feature-rich tools out there but my favorite tool for building bitmap fonts is Codehead’s Bitmap Font Generator (CBFG). It’s a simple tool which does one thing very well. It’s clearly documented with tips for implementation.
This dialog controls how the font will be stored, i.e. texture layout, file format, etc.
*BitFontCreator is a professional bitmap font creator tool for Windows, which allows you to create and modify monochrome bitmap fonts that can be used in Windows and electronic devices ( such as Mobil, phone, DVD player and any other LCDs).
*I want to create a bitmap-only font on Windows, so it can be registerd in platform. I already have bitmaps, and everything for that. What I have found out: There is a (legacy?) FON/FNT format. I have some of those on my PC, but they seem to show-up only in 1-bit, though MS docs say: DFF1COLOR means 8 pixels per byte DFF16COLOR means 2 pixels.Padding
Padding is useful when you want to add some post processing effects in another paint program. For example, if you want to add a blurring effect that uses a 5x5 kernel,you would add a padding of 2 on all sides. Similarly if you want to add a drop shadow, youwould add a bit of padding below and to the right of the characters (assuming that’s the direction of the drop shadow that you want).Spacing
The spacing controls how much minimum space is left between characters in the font texture. If you’re using mipmapping to scale the font texture when drawing the font, you’ll need to add spacing to avoid bleeding when the texture is downscaled. The more mipmap levelsyou use the more spacing you need.
Bilinear filtering may also cause bleeding, so unless you use pixel perfect drawing, whereeach texel is perfectly mapped to a pixel on the screen with a 1-to-1 releation ship you’llwant to use at least 1 for vertical and horizontal spacing.Equalize the cell heights
When this option is checked, all the font characters will be exported into cells of equal height. This option is especially useful when you workflow for producing the final font includes a post processing step where the characters are ’painted’ based on the height of character, e.g. whenapplying a gradient.
The drawback is that less characters will fit in the texture, and the font renderer will draw largerrectangles.Force offsets to zero
This option was created to improve support for font renderers that don’t handle xoffset, yoffset, and xadvance. When the option is checked the glyph images will be padded so that xoffset and yoffset will be 0 and xadvance will be equal to the width. This option also forces the equalization of the cell heights.
Observe, that this will modify the final spacing between characters if the original TrueType font uses negative xoffsets, or xadvance that is smaller than the glyph width, i.e. if the characters have any overhang.Texture
BMFont supports several different texture layouts. The width and height, of course controlthe size of the texture. You’ll want to keep the texture as small as possible, while still allowing all characters to fit in one texture.
If you’re importing colored icons, or planning on using post processing to add colors to thecharacters, then you’ll want to choose the 32bit format, otherwise the 8bit format may be sufficient. Harry potter part 1 online.
If you choose the 32bit format, you may still optimize the usage of the texture memory if youchoose to pack characters in each channel, though that will require a special pixel shader to decode during drawing. In this mode you can still import colored icons, the characters will beproperly packed around them.
The font outline can also be encoded together with the character in 8 bits, allowing you tostore many more characters in the same space than if you had stored the outlined characters ascolored images. This too require a special pixel shader to decode during drawing.
Channel options
*glyph : The channel will be set according to the glyph geometry. A value of 1 means the pixel is within the glyph.
*outline : The channel will be set according to the outline geometry. A value of 1 means the pixel is within the outline or glyph.
*glyph + outline : The value is encoded to allow separation of glyph and outline. A value of 0.5 means the pixel is within the outline, but not within the glyph. A value of 1 means the pixel is within the glyph.
*one : All pixels in the channel will be set to 1.
*zero : All pixels in the channel will be set to 0.
Some of the more common choices are:See Full List On Angelcode.com
*32bit white glyphs with black outline: alpha = outline, red = green = blue = glyph
*32bit white glyphs without outline: alpha = glyph, red = green = blue = one
*packed textures with glyph and outline encoded in 8 bits: alpha = glyph + outline
*packed textures with glyphs without outline: alpha = glyphBitmap Font ToolFile formatBitmap Font Editor
Finally you can choose the file format for both the font descriptor and textures. This is mostlya matter of choice, rather than one having more benefits than the other. Though if you want to savedisc space, you may want to choose binary file descriptor with png textures.
Download here: http://gg.gg/vy1c8
https://diarynote-jp.indered.space
Export options
You can open the export options dialog by going to the Options menu and choosing Export options, or you can just press T on the keyboard.
Product Enquiry This plugin allows you to easy create and edit Bitmap font. Simply choose your texture, unicode number and specify rect of desired symbol. Bitmap Font Builder is an application that makes it easy to create bitmaps for use in OpenGL and DirectX applications. There are many complicated and feature-rich tools out there but my favorite tool for building bitmap fonts is Codehead’s Bitmap Font Generator (CBFG). It’s a simple tool which does one thing very well. It’s clearly documented with tips for implementation.
This dialog controls how the font will be stored, i.e. texture layout, file format, etc.
*BitFontCreator is a professional bitmap font creator tool for Windows, which allows you to create and modify monochrome bitmap fonts that can be used in Windows and electronic devices ( such as Mobil, phone, DVD player and any other LCDs).
*I want to create a bitmap-only font on Windows, so it can be registerd in platform. I already have bitmaps, and everything for that. What I have found out: There is a (legacy?) FON/FNT format. I have some of those on my PC, but they seem to show-up only in 1-bit, though MS docs say: DFF1COLOR means 8 pixels per byte DFF16COLOR means 2 pixels.Padding
Padding is useful when you want to add some post processing effects in another paint program. For example, if you want to add a blurring effect that uses a 5x5 kernel,you would add a padding of 2 on all sides. Similarly if you want to add a drop shadow, youwould add a bit of padding below and to the right of the characters (assuming that’s the direction of the drop shadow that you want).Spacing
The spacing controls how much minimum space is left between characters in the font texture. If you’re using mipmapping to scale the font texture when drawing the font, you’ll need to add spacing to avoid bleeding when the texture is downscaled. The more mipmap levelsyou use the more spacing you need.
Bilinear filtering may also cause bleeding, so unless you use pixel perfect drawing, whereeach texel is perfectly mapped to a pixel on the screen with a 1-to-1 releation ship you’llwant to use at least 1 for vertical and horizontal spacing.Equalize the cell heights
When this option is checked, all the font characters will be exported into cells of equal height. This option is especially useful when you workflow for producing the final font includes a post processing step where the characters are ’painted’ based on the height of character, e.g. whenapplying a gradient.
The drawback is that less characters will fit in the texture, and the font renderer will draw largerrectangles.Force offsets to zero
This option was created to improve support for font renderers that don’t handle xoffset, yoffset, and xadvance. When the option is checked the glyph images will be padded so that xoffset and yoffset will be 0 and xadvance will be equal to the width. This option also forces the equalization of the cell heights.
Observe, that this will modify the final spacing between characters if the original TrueType font uses negative xoffsets, or xadvance that is smaller than the glyph width, i.e. if the characters have any overhang.Texture
BMFont supports several different texture layouts. The width and height, of course controlthe size of the texture. You’ll want to keep the texture as small as possible, while still allowing all characters to fit in one texture.
If you’re importing colored icons, or planning on using post processing to add colors to thecharacters, then you’ll want to choose the 32bit format, otherwise the 8bit format may be sufficient. Harry potter part 1 online.
If you choose the 32bit format, you may still optimize the usage of the texture memory if youchoose to pack characters in each channel, though that will require a special pixel shader to decode during drawing. In this mode you can still import colored icons, the characters will beproperly packed around them.
The font outline can also be encoded together with the character in 8 bits, allowing you tostore many more characters in the same space than if you had stored the outlined characters ascolored images. This too require a special pixel shader to decode during drawing.
Channel options
*glyph : The channel will be set according to the glyph geometry. A value of 1 means the pixel is within the glyph.
*outline : The channel will be set according to the outline geometry. A value of 1 means the pixel is within the outline or glyph.
*glyph + outline : The value is encoded to allow separation of glyph and outline. A value of 0.5 means the pixel is within the outline, but not within the glyph. A value of 1 means the pixel is within the glyph.
*one : All pixels in the channel will be set to 1.
*zero : All pixels in the channel will be set to 0.
Some of the more common choices are:See Full List On Angelcode.com
*32bit white glyphs with black outline: alpha = outline, red = green = blue = glyph
*32bit white glyphs without outline: alpha = glyph, red = green = blue = one
*packed textures with glyph and outline encoded in 8 bits: alpha = glyph + outline
*packed textures with glyphs without outline: alpha = glyphBitmap Font ToolFile formatBitmap Font Editor
Finally you can choose the file format for both the font descriptor and textures. This is mostlya matter of choice, rather than one having more benefits than the other. Though if you want to savedisc space, you may want to choose binary file descriptor with png textures.
Download here: http://gg.gg/vy1c8
https://diarynote-jp.indered.space
コメント