Would be useful to be able to scale vector fonts (would look better than
bitmap scaled), but I guess it makes sense.

2009/1/24 Tony Sergi <[email protected]>

> You can dynamically scale bitmap fonts.. but not TTF. The point of TTF is
> that they have different pre-set sizes. I suppose you could render text off
> into a rendertarget and then scale it to however you want though, but then
> it may end up 'fuzzy'.
>
> -Tony
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Olly
> Sent: January-24-09 9:00 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Resizing font..
>
> Is it not possible to have dynamicly scaled fonts then?
>
> 2009/1/24 Tony Sergi <[email protected]>
>
> > You add new entries, and set the resolution range.
> >
> >
> > -Tony
> >
> > -----Original Message-----
> > From: [email protected] [mailto:
> > [email protected]] On Behalf Of Skyler Clark
> > Sent: January-23-09 9:46 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Resizing font..
> >
> > Thanks, I tried that and it's looking better. Right now I'm just using
> > a proportional one-- how would I actually specify the sizes for the
> > different resolutions in the ClientScheme.res file? Or did you mean
> > just make new fonts for each resolution?
> >
> > -Skyler
> >
> > On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi <[email protected]>
> > wrote:
> > > Edit your scheme res file and add different scales for different
> > resolutions.
> > >
> > >
> > > -Tony
> > >
> > > -----Original Message-----
> > > From: [email protected] [mailto:
> > [email protected]] On Behalf Of Skyler Clark
> > > Sent: January-23-09 6:00 PM
> > > To: Discussion of Half-Life Programming
> > > Subject: [hlcoders] Resizing font..
> > >
> > > Hopefully this is a really simple question. I'm using text in my HUD
> > > but it's too big. I tried to use DrawSetTextScale but it says it can't
> > > do that on non-bitmap fonts.
> > > Before I made it proportional by changing it to GetFont(name, true),
> > > it was just the right size but obviously didn't scale with the
> > > resolution. Now it's too big, and I don't know how to make it smaller.
> > >
> > >
> > > Here's the code:
> > >
> > >       m_fntNumbers = pScheme->GetFont("HudNumbersGlow", true);
> > >
> > > ...
> > >
> > >       int value = 5;
> > >
> > >       surface()->DrawSetTextColor(211,67,207,255);
> > >
> > >       wchar_t unicode[3];
> > >
> > >       if (value < 10)
> > >               swprintf( unicode, L"0%d", value );
> > >       else
> > >               swprintf( unicode, L"%d", value);
> > >
> > >       surface()->DrawSetTextFont(m_fntNumbers);
> > >       surface()->DrawSetTextPos(x, y);
> > >       surface()->DrawSetTextScale(0.625f,0.625f);
> > >       surface()->DrawUnicodeString( unicode );
> > >
> > > ...
> > >
> > >
> > > Thanks guys.
> > >
> > > -Skyler
> > >
> > >
> > > p.s. If this message gets sent to the list twice I apologize, the
> > > first time it says it bounced because I sent it from the wrong email.
> > >
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