Old 13th July 2004, 10:31   #1
blaz
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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?
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Old 13th July 2004, 14:45   #2
UnConeD
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No, sorry. Text has absolute units, not relative.

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Old 13th July 2004, 20:30   #3
TomyLobo
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you could resize it using a movement
but that would be slow and look bad

If you can't say something nice, say something surrealistic.
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Old 16th July 2004, 13:51   #4
blaz
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yes, I've been thinking about that.
But what if this coud be the next idea for an effect, which includes text
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Old 19th July 2004, 18:03   #5
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Text2 is currently "under construction" (has been for a few years now )

Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever
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Old 20th July 2004, 03:10   #6
samurai4079
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You mean in Fullscreen video mode?
In Fullscreen video mode there is not 256*227 variable.
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Old 20th July 2004, 07:35   #7
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yes I know, this was just for a sample, so I could describe my problem
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Old 21st July 2004, 14:31   #8
[Ishan]
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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 but dunno if he even remembers:P


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Old 22nd July 2004, 20:10   #9
vanderphunck
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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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Old 23rd July 2004, 09:11   #10
blaz
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To bad
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 .
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Old 23rd July 2004, 11:08   #11
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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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Old 3rd August 2004, 09:06   #12
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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...
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Old 3rd August 2004, 11:04   #13
blaz
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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
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Old 3rd August 2004, 20:34   #14
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Quote:
Originally posted by [Ishan]
huh, this has been raised many times before too(i guess). the only solution is Text2.ape which Jheriko was supposed to make but dunno if he even remembers:P
I never bothered because text is boring. I'm sure I told someone I couldn't be bothered... I just toyed with the idea.

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

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Old 4th August 2004, 04:35   #15
PAK-9
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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.

http://PAK-9.deviantart.com

...innit
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Old 4th August 2004, 18:10   #16
NemoOrange
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Can anyone explain why the text render sucks so many FPS with a large window resolution?
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Old 5th August 2004, 20:49   #17
TomyLobo
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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:

______________________________________
| |
| We want gmegabuf in the APE SDK! |
| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯T¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
T\o
|\
/ \


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Old 6th August 2004, 19:32   #18
toqer
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Fonts are vector data right? Is that what you guys mean by it should be drawn as a superscope?
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Old 10th August 2004, 07:36   #19
blaz
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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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Old 10th August 2004, 10:55   #20
vanderphunck
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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/

Last edited by vanderphunck; 10th August 2004 at 13:37.
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Old 10th August 2004, 14:24   #21
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Nice one phunk.

Quote:
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 ?
That doesnt really make any sense, you cant 'change the units' in AVS. Text is rendered based on pixels, i.e. a font that is 8 pixels high will only ever be 8 pixels high regardless of the resolution, unlike most AVS elements which are scaled with the window/resolution. There is no way around this, other than making a resolution independant text APE (commonly reffered to as text2.ape... although it doesnt exist )

http://PAK-9.deviantart.com

...innit
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Old 11th August 2004, 09:07   #22
vanderphunck
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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/

Last edited by vanderphunck; 11th August 2004 at 09:34.
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Old 12th August 2004, 10:05   #23
blaz
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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
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Old 13th August 2004, 08:21   #24
vanderphunck
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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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