Is it possible to change the scale of the text without modifying the font created in the surface library? Very little documentation on the Garry's Mod wiki.
I'm not sure, but be careful with the surface font stuff. Recreating it, even with the same name, still uses memory.
So many stupid servers have memory leaks due to them putting it inside draw hooks :(
You can use matrices.
-ninjad with better answers-
[QUOTE=Robotboy655;43465729]You can use matrices.[/QUOTE]
You have an example? I haven't seen any code for it yet.
[QUOTE=JetBoom;43471667]You have an example? I haven't seen any code for it yet.[/QUOTE]
You remember the text rotation function someone posted? I am pretty sure you can scale text with that method too, I just don't have that function unfortunately.
[QUOTE=Robotboy655;43471791]You remember the text rotation function someone posted? I am pretty sure you can scale text with that method too, I just don't have that function unfortunately.[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1261835"]This?[/URL]
[QUOTE=Mors Quaedam;43471815][URL="http://facepunch.com/showthread.php?t=1261835"]This?[/URL][/QUOTE]
Yup. You just gotta use matrix:SetScale(), but of course it won't look as good as changing font size.
What I personally do is I use ScreenScale( numer ) as font size in GMStranded, seems to be working pretty nicely.
How large can fonts be without the matrix? If they can be gargantuan at a high quality (custom/vectorized font?), you might have one of such size that you use a matrix to draw smaller when needed, but looks nice when larger.
What's the FPS hit to use the matrix? What if you used it lots, such as in a custom chatbox?
[editline]9th January 2014[/editline]
generating font data via 2d mesh coordinates would be amazing
[editline]9th January 2014[/editline]
this is going off topic but it would be a riot to spawn giant default font letters on the map, break them with rockets, and then create a font out of the surviving structure and replace everything with it
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