It would be easier to have an editor setting to change font size, without having to import your own font.
maybe for 2.1 when we add variable sized fonts.
I'm quite surprised font size can't be changed actually. I thought this is such a basic feature and am also surprised that the engine survived this long without it :d
Just found this: http://ftgl.sourceforge.net/docs/html/. Might help if you guys already didn't know about it...
Doesn't Godot support SDF (Signed Distance Field Fonts)? Why not just use
those instead of pre-baked ones as SDF's can be scaled without re-rendering
to a texture, that way you can save texture memory for fonts by only using
SDF's and you are then able to scale without issue. Any font artifacts can
be fixed on the SDF itself overtime if anyone notices any.
On Sat, Mar 5, 2016 at 4:54 AM, Răzvan Cosmin Rădulescu <
[email protected]> wrote:
Just found this: http://ftgl.sourceforge.net/docs/html/. Might help if
you guys already didn't know about it...—
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/1919#issuecomment-192626606.
I seriously think we should keep bitmap fonts, why not just use the same pixel scaling we use for sprites?
(not saying we should remove sdf either, just saying it would be easier and less resource intensive than replacing bitmap fonts)
Dynamic fonts was introduced in the 2.1 master branch. The editor is not yet using it, but we are one step closer.
Implemented by 3e8eb39 :tada:
I don't understand, how are we suppose to change front sizes now?
@chris13524 on the text label's inspector you can go to rect and change the scale.
I'm thinking of not using godot just because it doesn't have support for changing text size. It's such a basic feature and I can't develop without it.
@Aimarekin It is already possible to change font sizes in DynamicFont (you will need one resource per font size, but it's possible to generate them programmatically if you wish).
Note that DynamicFonts can be automatically oversampled for larger resolutions when using the 2d
stretch mode. This has to be enabled in the Project Settings in 3.0.x, but it will be enabled by default starting from 3.1.
@Calinou
It should already be possible to change the size without having to create a font, it is boring to create 100 fonts.
I might be misunderstanding what is being asked about, but what I do is make and save one font resource for each font.ttf file I have. Then, I drag that font into the 'custom font' box of a label. Then, I click the 'Font Data' dropdown, and I 'make unique' that font. Finally, I edit the font, and it will only change for that specific label, rather than changing all the labels that are using that font.tres file.
@nucky9 thx for explaining! helped me a lot! 👍 had the same problem xD
Most helpful comment
@chris13524 on the text label's inspector you can go to rect and change the scale.