@ -10,12 +10,22 @@ bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file,
proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt
proggy_clean_13.png
If you need a free font that supports chinese/japanese characters, you can use the M+ fonts.
TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts.
This directory include some of the M+ fonts converted by bmfont.
//-----------------------------------------------------------------------------
Configure bmfont:
- Export .fnt as Binary
- Output .png, 32-bits (or whatever is suitable for your loader/renderer)
- Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts.
But you can experiment with other settings if you want anti-aliased fonts.
- Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files
All files in this folder have been optimised with pngout.exe
-----------------------------------------------------------------------------
(A) Use font data embedded in ImGui
@ -34,28 +44,45 @@ Configure bmfont:
2. Load the .PNG data from 'png_data' into a texture
//-----------------------------------------------------------------------------
(B) Use fonts from external files
ImGuiIO& io = ImGui::GetIO();
You need to set io.FontTexUvForWhite to UV coordinates pointing to a white pixel in the texture.
You can either locate a white pixel manually or use code at runtime to find or write one.
The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture:
// Automatically find white pixel from the texture we just loaded
// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
{
io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
break;
}
1. Load the .FNT data, e.g.
ImGuiIO& io = ImGui::GetIO();
// proggy_clean_13 [default]
io.Font = new ImBitmapFont();
io.Font->LoadFromFile("proggy_clean_13.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.FontTexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128);
io.FontYOffset = +1;
// proggy_small_12
io.Font = new ImBitmapFont();
io.Font->LoadFromFile("proggy_small_12.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.FontYOffset = +2;
// proggy_small_14
io.Font = new ImBitmapFont();
io.Font->LoadFromFile("proggy_small_14.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.FontYOffset = +3;
@ -67,5 +94,7 @@ Configure bmfont:
io.Font->LoadFromFile("courier_new_18.fnt");
io.FontTexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256);
2. Load the matching .PNG data into a texture
//-----------------------------------------------------------------------------