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  Libgdx - BitmapFont  (Read 495 times)
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Offline Phibedy

Junior Member


Medals: 2



« Posted 2012-12-28 16:36:52 »

Hi, I need some troubleshooting about BitmapFont
[COde]
//called in the const.
               font = new BitmapFont();

// called in the renderloop
                spriteBatch.setProjectionMatrix(RessourceManager.camera.combined);
      spriteBatch.disableBlending();
      spriteBatch.begin();
      font.setColor(1, 1, 1, 0);
      
      font.draw(spriteBatch, "TEST", 300, 300);
      spriteBatch.end();[/Code]
The Background of the String is also rendered white, so it's quite hard to read.
In addition it just looks weird. What am I doing wrong?

Do you have any link where I can download .fnt + .png files? google doesn't help me, only shows .ftt or .fnt without the png file

Is it possible to use awt-font -> slick Truefont -> libgdx bitefont?
How to you render strings?
best regards
Offline matheus23

JGO Wizard


Medals: 72
Projects: 3


You think about my Avatar right now!


« Reply #1 - Posted 2012-12-28 16:38:40 »

Sorry, I'm not a pro at stuff with libGDX, but have you enabled Blending first?
Gdx.gl.glEnable(GL.GL_BLEND);

Take a look at my development Blog: http://matheusdev.tumblr.com
Also look at my RPG Ruins of Revenge
Offline davedes
« Reply #2 - Posted 2012-12-28 17:53:08 »

- Don't disable blending; that's why you're getting opaque background.
- Don't set alpha to zero, otherwise you won't see it when blending is enabled.
- Create bitmap fonts with BMFont or TWL Font Tool
- Don't use AWT fonts, as they won't work on Android
- If you need TTF there is a freetype extension for LibGDX

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Phibedy

Junior Member


Medals: 2



« Reply #3 - Posted 2012-12-28 18:58:41 »

thx, everything works  Grin
Someday I'll write a programming book called "Don't believe google"  Roll Eyes
best regards
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