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Messages - shepelt

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Support / Re: Can tk2dtextmesh support all unicode characters?
« on: October 23, 2012, 01:21:00 am »
I think dynamic rendering would be overkill for 2d toolkit, especially when unity 4 already supports it.
I still think Atlas-spanning bitmap font is not a bad idea, considering its advantages (i.e. more control over how they look and stuff...) but I guess most games do fine without it... (provided dynamic rendering works)
BTW thanks for the prompt reply. 2d toolkit is the first unity extenstion I have purchased and I'm beginning to feel that it is worth every penny :)

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Support / Re: Can tk2dtextmesh support all unicode characters?
« on: October 22, 2012, 03:58:06 pm »
It's a common problem for CJK characters.

Since simplified Chinese charset requires more than 4,000 glyphs to render, a single texture would be too constraining.
Same goes for both Japanese (with Kanji) and Korean.
Even if you could cram all the glyphs into one texture, it wouldn't look pretty (i.e. row resolution)

I think people interested in the atlas-spanning font support wouldn't mind the increase in number of draw calls.
They can always fall back to using single-atlas font if optimization becomes critical.

If that is still a major problem, I think you could use an empty texture as a cache to keep frequently rendered letters in one texture (using some kind of LRU policy, combined with  GetPixels, SetPixels unity API calls) to speed things up a bit. Since the number of letters that can be rendered in one screen is limited, this could be a viable solution.

p.s. one guy exported 28100 glyphs on 4096x4096 texture using BMfont.

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