On Wed, Apr 6, 2011 at 1:24 AM, Paul Wise <[email protected]> wrote: > On Wed, Apr 6, 2011 at 12:05 AM, Philip Taylor <[email protected]> wrote: >>>> DejaVuSans.ttf, DejaVuSansMono.ttf, texgyrepagella-regular.otf, >>>> texgyrepagella-bold.otf are unmodified originals. >>> >>> Best remove these and package the ones that aren't yet in Debian separately. >> >> We don't use those files at build-time or at run-time (they're only >> used at development-time), so there would be no point packaging them >> for users. I can exclude those files from the distribution script >> since that seems the easiest solution. > > It sounds like you're embedding glyphs from the fonts in bitmap > images.
Yes (e.g. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/fonts/serif-14.png) > I would suggest at minimum that you switch to doing that at > build-time. Preferably you would render text at run-time, since that > enables i18n. For finding font files use fontconfig (preferred) and or > a build-time parameter for finding them. My main concern is that that wouldn't provide sufficient consistency - different versions of Freetype, or the same version with different configuration (bytecode interpreter, autohinter, etc), might render the same font quite differently and break the look of the game. (Getting a font that renders nicely with recolouring and textured backgrounds and non-native monitor resolutions and with an outline-stroked variant etc seems tricky - they often look fine in a desktop application but not in the game). That problem applies equally to run-time and build-time. Distributing pre-built bitmaps seems to me the only way to be able to verify and guarantee the rendering quality across all environments. I think i18n for languages with small alphabets (Latin, Cyrillic, etc) is easily handled by sticking more glyphs in the bitmap. I expect large sets of glyphs (presumably CJK) or complex shaping (presumably Arabic etc) will need a different implementation, but I'd prefer to have the game support two text rendering modes simultaneously rather than compromising the quality of the primary languages, if there isn't a solution that works equally well for all. > If you are running this stuff on Debian, please note that there is an > nsis package so you do not need to involve wine at all here. Other > Linux distributions probably have nsis packages too Thanks, I'd forgotten about that. I'm currently on Gentoo so the package requires a cross-compiler environment, which seems less trivial to set up than using Wine, but it's probably a better long-term solution. -- Philip Taylor [email protected] -- To UNSUBSCRIBE, email to [email protected] with a subject of "unsubscribe". Trouble? Contact [email protected] Archive: http://lists.debian.org/[email protected]

