From df42d9300f270d52ab3483c57dd2c614852f24f9 Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sun, 6 Sep 2020 17:10:46 +0100 Subject: [PATCH] Disable font anti-aliasing by default CSE2 Portable is meant to be a purist thing - experiencing Cave Story the way it was meant to be. The crappy font rendering was definitely not how it was meant to be. --- src/Font.cpp | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/src/Font.cpp b/src/Font.cpp index 196ae0e7..916f94b5 100644 --- a/src/Font.cpp +++ b/src/Font.cpp @@ -16,11 +16,10 @@ // Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around // the text in numerous cases. // The only way to 'fix' the artifacting is to convert the entire drawing system to use alpha -// blending instead of colour-keying, which is way out of scope for a simple compile flag, so -// instead we just disable the anti-aliasing entirely. It's how it was meant to be anyway. -#ifdef FIX_BUGS -#define DISABLE_FONT_ANTIALIASING -#endif +// blending instead of colour-keying. + +// If you'd like the buggy anti-aliasing, then uncomment the following line. +//#define ENABLE_FONT_ANTIALIASING typedef struct CachedGlyph { @@ -961,7 +960,7 @@ static CachedGlyph* GetGlyphCached(FontObject *font_object, unsigned long unicod { unsigned int glyph_index = FT_Get_Char_Index(font_object->face, unicode_value); -#ifndef DISABLE_FONT_ANTIALIASING +#ifdef ENABLE_FONT_ANTIALIASING if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER) == 0) #else if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | FT_LOAD_MONOCHROME | FT_LOAD_TARGET_MONO) == 0)