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Author Topic: Small text illegible at very low resolutions  (Read 5280 times)
jute
Lesser Nub


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« on: October 06, 2008, 10:58:37 PM »

I'm not sure if anything can be done about this, but the font used for things like level names and options becomes a blur of pixels at resolutions like 320x240.  This is not only unpleasant but also has the more significant effect of making it very hard to switch to another resolution accurately once you've discovered the problem!  Since playing with low quality geometry and textures at 320x240 lets me fulfill my dream of a Nintendo 64 port of OA, I hope something can be done.
« Last Edit: October 06, 2008, 11:08:23 PM by Jute Gyte » Logged
fromhell
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« Reply #1 on: October 07, 2008, 01:39:14 AM »

It's the whole nomipmap deal on the 2D text, and the text texture itself is a rather higher resolution one. The reason for this is so low texture detail doesn't make the text unreadable at all.

a Nintendo 64 port of OA, I hope something can be done.

If there a way to implement some dirty blend mode subsitution engine-side rather than modifying EVERY shader file that'd be even more accurate, as in, turn everything into alpha-blend.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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