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June 14th, 2020, 02:51 #11
Arre FGU fonts in pt or px? px tend to be significantly smaller than pt. Can you try a larger number?
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June 14th, 2020, 03:25 #12
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I mean, I'm happy with the size as is right now, that's not really the issue - I chose 18 based on trial and error to get it to the size where I liked it. But it's still blurry, and I just measured on that screenshot that the text in FGU is 14px tall, so that doesnt' seem to be the problem, or at least not the whole problem.
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June 14th, 2020, 15:28 #13
Fantasy Grounds measures fonts in pixels from the ascender of the text to the ascender of text in the following line, i.e. pixel size including the line-gap. Using Fira Sans at size 18, I am not able to reproduce this result at UI scale of 100. Can you attach your console.log?firasans.jpg
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June 14th, 2020, 19:27 #14
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That's a bit odd, but alright... So I'm assuming that means that the line height is an absolutely fixed value throughout Fantasy Grounds? Is that value documented/sharable somewhere, so that we can convert between fantasy grounds font size and a more normal px value? Come to think of it, how does FG do this, I'm assuming it applies some sort of modifier to the font size, ie, 18 size font actually becomes 14 px with a 1.3-ish line height or something? I've never encountered a program measuring font size by full line height before.
As requested, attaching my logs below
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June 15th, 2020, 20:46 #15
Supreme Deity
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The line height is fully controlled by the ruleset code; but the default that most rulesets use is 20 pixels per text line.
Regards,
JPG
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June 21st, 2020, 05:12 #16
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June 21st, 2020, 06:16 #17
Supreme Deity
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Yes. The height specified in the font definition is used to specify the full line height (measured as pindercarl replied).
Regards,
JPG
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October 10th, 2020, 16:51 #18
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Hi
any updates on this issue. I use a Macbook Pro. I have started DM a campaign and when I try a different scale than 100 it just blurry. not to much. but enough to get you a small headache
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October 11th, 2020, 18:44 #19
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Sorry for being so frank and blunt, but the whole Unity UI is an abomination of (bilinear) bitmap upscaling and gray-scale anti-aliasing blurriness. Text ought to be upscaled as text fonts, not as scaled graphics. Modern anti-aliasing ought to use Cleartype/sub-pixel kind of smoothing, not greyscales.
I suspect that part of the problem is Unity using OpenGL? At least with Microsoft Word using OpenGL leads to anti-aliasing switching to being gray-scale based.
All that being said, it got better compared to when I first took a look at it a few months ago.
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October 12th, 2020, 00:36 #20
Here I solved the blur problem turning off all the antialiasing and anisotropic of the video card, in some cases the vertical sync need to be off too.
[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
[RPG PLAYER]
[TWITCH] [YOUTUBE]
[Core RPG - Package] [Leather Theme Addition] [Rolemaster (Classic) - Shopping Stores] [Rolemaster (Classic) - XP Tab]
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