diff --git a/Using-SpriteFonts.md b/Using-SpriteFonts.md index 9cd65a0..1479019 100644 --- a/Using-SpriteFonts.md +++ b/Using-SpriteFonts.md @@ -2,6 +2,11 @@ raylib 1.4 supports AngelCode sprite fonts (BMFonts). BMFonts can be created using different programs. The better one is the official Bitmap Font Generator from [AngelCode.com](http://www.angelcode.com/products/bmfont/). Just download and install. +When using BMFont, these settings proved necessary: + - Select only the 95 characters from `SPACE (32)` to `~ (126)` -- anything else triggers the *"unordered chars data"* error (well, actually, you can leave out multiple contiguous characters at the end of that sequence....). BMFont doesn't do this by default or have a built-in way to do it, so you have to do it manually. + - Change `Bit Depth` to 32 in `Export Settings` from the 8 bit default -- otherwise raylib renders all glyphs as solid rectangles. + - Also, be careful with the following crash bug: If you change the font size in BMFont `Font Settings`, but forget to increase the texture size in `Export Settings` to match (BMFont does not do this automatically), raylib crashes when you try to load that font. + raylib requires the .png file together with the .fnt text file (not binary) placed in the same folder. Alternatively, it's possible to use the web tool [Littera](http://kvazars.com/littera/) to generate BMFonts but due to some differences with original software, some exported fonts could not work with raylib.