sparker22
(sparker22)
March 26, 2017, 8:18am
#1
Its a pretty small size especially when applied to surface GUIs (Smaller parts will be more largely affected by readability of the text)
23 Likes
ScriptOn
(Genya)
March 26, 2017, 8:51pm
#2
I requested this a while ago. I can’t seem to find the post. They said it’s not as easy as it looks to do.
2 Likes
sparker22
(sparker22)
March 26, 2017, 10:09pm
#3
Odd, I can’t think of what the problem would be.
Searching for “user:ScriptOn text
” returned this:
I’m super grateful for TextSize but I have a 1440p monitor (and some have even higher). 100 limit on TextSize is very small. Can we please have it increased to like 1000?
TextBounds is still broken. It’s a feature I’m delaying my new GUI rework for. Basically if you enable .TextScaled the .TextBounds doesn’t update, it remains on whatever .FontSize you’ve had it at before. Ideal behavior is it picks up on .TextSize/.FontSize changes and works as it used to.
I think it was @spotco who did the n…
Is that what you meant? There’s a staff reply at the bottom:
I don’t think we’d make TextSize limit bigger with current font rendering technology. We have an atlas that has a finite size and have to rasterize a precisely sized glyph into that. On mobile (iOS) we increase the size 2x to match the pixel density perfectly. This means one glyph with size 1000 is basically 4 Mb of data (2k x 2k, single channel - ballpark). This will take ages to rasterize and consume the entire atlas.
We may switch to an alternate technology at some point, based on distance fields, that’d make glyph rasters more reusable (scalable in both “scale the size” and also “memory/perf consumption scales” way) - but with what we have today size has a cost, and we can’t just unlock the values.
6 Likes
sncplay42
(sncplay42)
March 26, 2017, 10:42pm
#5
For SurfaceGUIs specifically it seems this could be addressed by allowing games to reduce the resolution of the gui (i.e. the number of pixels per stud.)
1 Like
ScriptOn
(Genya)
March 26, 2017, 10:43pm
#6
Then it gets fuzzy, which at some distances/FOV can be almost unreadable.
1 Like
illuzive
(illuzive)
March 27, 2017, 10:21pm
#7
Can’t you already do this using canvasSize?
3 Likes