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resolution of the text
well, I have a tiny problem with
render/text. If my resolution of a AVS window is about 256*227 the text is big, but if i change the resolution to about 480*360 the text becomes very small. is there any possibility that the text in 480*360 coud be the same size as it was in the smallest resolution. is there any solution that the text woud still be the same size? |
No, sorry. Text has absolute units, not relative.
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you could resize it using a movement
but that would be slow and look bad |
yes, I've been thinking about that.
But what if this coud be the next idea for an effect, which includes text:winamp: |
Text2 is currently "under construction" (has been for a few years now ;) )
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You mean in Fullscreen video mode?
In Fullscreen video mode there is not 256*227 variable. |
yes I know, this was just for a sample, so I could describe my problem ;)
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huh, this has been raised many times before too(i guess). the only solution is Text2.ape which Jheriko was supposed to make:rolleyes: but dunno if he even remembers:P
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FPS is a essential thing in AVS. Presets with high fps are so much more fun to watch since the music reaction is great and fast movements are smooth.
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To bad:cry:
this effect coud be very handy, if it would be made, because every time that I change the resolution for my AVS, I hve to change the size of the text :confused:. |
Sorry, the above post was not written by me... Somebody created the vanderphunck account in my name and posted lots of stuff in my name. (Thanks to Rocker for giving it back to me.)
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ugly hack
The only solution at the moment is to dynamically rescale the text. (Ofcourse you could also draw the text you want to write with ssc's and stuff.) It is an ugly hack but it works...
So here's how I would do it: i would put the render text in an effect list that is only rendered once every time text changes (using the effectlist override). And then i'd buffer save the image text. Outside i'd use a DM with grid size 0x0 and the code: scale=min(256/w,227/h); x=x*scale; y=y*scale; The question is which font size, scale factor and font to use. I think it looks cool with "small fonts 6" and a huge scaling like 50/w. with out bilinear filtering. It also looks nice if you use bilinear filtering and combine it with a cool convolution filter to round the edges. One cool thing about doing this is that you can also move the text around as you like... |
well, you are right, but if you use this code, when you resize the AVS window to bigger resolution the text gets uglyier, you can see zhe squares of the text ( that's how it was when I tried to do this ).
I am sory if I didn't sad it in a professional way. You can do the same with the trans/movement. but the problem is still the same. my suggestion, that the text shud have the similar program code as the render/picture2, but again if this is posible to make it. I hope you know what I am saying :( |
Quote:
The best idea is to use procedural text... with an ape for saving and loading megabufs and a good procedural text superscope it might be possible to completely do away with ever needing render/text which is slow and ugly |
Thats quite a good idea actually, if there was code that fills the megabuf with every letter and number, yuou could just paste in loops to specify the text and translate, size and rotate (etc..) it using and means you liked. It wouldnt be a super-quick way of rendering text, but its a feasable solution to an irritating problem.
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Can anyone explain why the text render sucks so many FPS with a large window resolution?
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i suspect it copies the whole screen from somewhere...
evidence for that is the "blue shift bug" on win9x/me btw: code: |
Fonts are vector data right? Is that what you guys mean by it should be drawn as a superscope?
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well I don't know, but unconed sad that the text has absolute units, and not relative units. but can there be any solution to changes the units ?
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Vector fonts
I made a vector font renderer using SSCs ... Check it out here:
http://www.deviantart.com/deviation/9648313/ Here's a scroller using the technique: http://www.deviantart.com/deviation/9650435/ |
Nice one phunk.
Quote:
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scaling text
Thanks :-)
You can also scale the text after it has been rendered to make it resolution independent. True it makes the text blocky, but that can look cool as well: http://www.deviantart.com/deviation/9677801/ |
well vanderphunck, it is well done, the Vector fonts :).
But this doesn't help me much, because i cant understand the code that you wrote for this text :(. how do you change the text :(. it looks like that i am to confused for such a thing |
I've updated the vector scroller so that it has comments. http://www.deviantart.com/view/9650435/
I hope that helps you... In the new version the scroller string is stored in gmegabuf(9000) and onwards (as ascii codes). |
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