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Add a page on using fonts in Godot #5194
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This is a good start! There are some things I'd clarify:
This can be done in a future PR as it's more advanced:
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I've made adjustments based on your feedback. However, I want to keep that distance field fonts are broken, otherwise we'll end up with confused users and people asking "why isn't this documented?" Which happened in #4467. Additionally should we be encouraging the use of bitmap fonts by linking to BMFont? I was under the impression that they're being used less and less these days, or is there a use case for them I don't know about? And do you think your .woff PR will get merged in time for 3.4? If so I can adjust this PR and wait for that to get merged before this does. |
It makes sense to document distance fielf fonts currently being broken, althoug we may want to look into removing the code to import them in Bitmap fonts are still useful when you need a special appearance (soft shadows, gradients) but don't want to use a shader on every node that displays text. That said, BMFont doesn't have a way to add gradients or soft shadows. libGDX's Hiero does, but it's no longer maintained by the looks of it. Regardless, we should still mention that As for WOFF support, it's likely to be merged for 3.4. It just needs a contributor to approve the PR 🙂 |
I've added that .fnt files are created by BMFont, and added .woff to the list of supported fonts since your PR got merged. Feel free to merge if it looks good. |
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Some minor suggestions/corrections.
Fixed. |
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Some small formatting stuff, otherwise looks very good. :)
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Fixed. |
Thanks a ton! :) |
Adds a small page on using fonts in Godot. Both images went through png compression. Closes #4743 closes #4150 and closes #4467