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.
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1 changed files with 5 additions and 6 deletions
11
src/Font.cpp
11
src/Font.cpp
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@ -16,11 +16,10 @@
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// Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around
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// Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around
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// the text in numerous cases.
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// the text in numerous cases.
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// The only way to 'fix' the artifacting is to convert the entire drawing system to use alpha
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// The only way to 'fix' the artifacting is to convert the entire drawing system to use alpha
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// blending instead of colour-keying, which is way out of scope for a simple compile flag, so
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// blending instead of colour-keying.
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// instead we just disable the anti-aliasing entirely. It's how it was meant to be anyway.
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#ifdef FIX_BUGS
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// If you'd like the buggy anti-aliasing, then uncomment the following line.
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#define DISABLE_FONT_ANTIALIASING
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//#define ENABLE_FONT_ANTIALIASING
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#endif
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typedef struct CachedGlyph
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typedef struct CachedGlyph
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{
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{
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@ -961,7 +960,7 @@ static CachedGlyph* GetGlyphCached(FontObject *font_object, unsigned long unicod
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{
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{
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unsigned int glyph_index = FT_Get_Char_Index(font_object->face, unicode_value);
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unsigned int glyph_index = FT_Get_Char_Index(font_object->face, unicode_value);
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#ifndef DISABLE_FONT_ANTIALIASING
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#ifdef ENABLE_FONT_ANTIALIASING
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if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER) == 0)
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if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER) == 0)
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#else
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#else
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if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | FT_LOAD_MONOCHROME | FT_LOAD_TARGET_MONO) == 0)
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if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | FT_LOAD_MONOCHROME | FT_LOAD_TARGET_MONO) == 0)
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