On Thu, Apr 7, 2011 at 11:33 PM, Philip Taylor <[email protected]> wrote:
> 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. My experience with warzone2100 and chromium-bsu is that runtime text rendering works just fine. Only thing you have to watch is the temptation to add bitmaps, parts of warzone2100 are untranslatable due to that. > 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 There is an nsis ebuild in Gentoo, looks like it has good instructions on how to install the mingw stuff. -- bye, pabs http://wiki.debian.org/PaulWise -- To UNSUBSCRIBE, email to [email protected] with a subject of "unsubscribe". Trouble? Contact [email protected] Archive: http://lists.debian.org/[email protected]

