diff --git a/src/AssetManager.c b/src/AssetManager.c index 20488c7..eb4ce07 100644 --- a/src/AssetManager.c +++ b/src/AssetManager.c @@ -9,7 +9,7 @@ #include "Dengine/Platform.h" #include "Dengine/AssetManager.h" -//#define WT_RENDER_FONT_FILE +#define WT_RENDER_FONT_FILE #ifdef WT_RENDER_FONT_FILE #define STB_IMAGE_WRITE_IMPLEMENTATION #include @@ -136,7 +136,7 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath) CAST(GlyphBitmap *) calloc(numGlyphs, sizeof(GlyphBitmap)); v2i largestGlyphDimension = V2i(0, 0); - const f32 targetFontHeight = 64.0f; + const f32 targetFontHeight = 32.0f; f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight); i32 ascent, descent, lineGap; @@ -218,22 +218,14 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath) /* * NOTE(doyle): Use rasterised TTF bitmap-characters combine them all into * one bitmap as an atlas. We determine how many glyphs we can fit per row - * by determining the largest glyph size we have. Rounding it to the nearest - * multiple of 2 and dividing by our target texture size. + * by determining the largest glyph size we have. * * For the amount of glyphs we fit per row, we iterate through them and * write each row of the glyph adjacent to the next until we finish writing * all pixels for the glyphs, then move onto the next set of glyphs. */ - if ((largestGlyphDimension.w & 1) == 1) - largestGlyphDimension.w += 1; - - if ((largestGlyphDimension.h & 1) == 1) - largestGlyphDimension.h += 1; - - font->maxSize= largestGlyphDimension; - - i32 glyphsPerRow = (MAX_TEXTURE_SIZE / font->maxSize.w) + 1; + font->maxSize = largestGlyphDimension; + i32 glyphsPerRow = (MAX_TEXTURE_SIZE / font->maxSize.w); #ifdef WT_DEBUG i32 glyphsPerCol = MAX_TEXTURE_SIZE / font->maxSize.h; diff --git a/src/WorldTraveller.c b/src/WorldTraveller.c index 0c08030..871631f 100644 --- a/src/WorldTraveller.c +++ b/src/WorldTraveller.c @@ -39,7 +39,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize) asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", shaderlist_sprite); - asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arial.ttf"); + asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf"); glCheckError(); state->state = state_active;