The resolution range method (after the annoying tweaking)  works beautifully.

Thanks again Tony!

-Skyler

On Sat, Jan 24, 2009 at 5:18 PM, Olly <[email protected]> wrote:
> 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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