[SDL] [OT] Minimum resolution
Patrick McFarland
diablod3 at gmail.com
Tue Dec 19 18:04:49 PST 2006
On Tuesday 19 December 2006 20:27, Ryan C. Gordon wrote:
> > Additionally, those rules do not apply to text (as text, even on 640x480)
> > can get very small and still be readable, and they do not apply to simple
> > UI widgets (such as window controls, or scroll bars, or radio buttons or
> > checkboxes, or mouse cursors, or anything like that) because they can get
> > extremely small and still be totally useful
>
> I've found text doesn't scale UP well. You might find it best to use
> something like FreeType to render the text as a series of polygons so
> they look crisp at any resolution...if you do them as textured quads,
> they start looking bad very quickly (try Quake 3 at 1920x1200 and look
> at the text at the start of a round, for example).
Because Quake is fundamentally broken. It doesn't include very high resolution
glyphs. From my testing, including many levels of mipmaps for glyphs produces
quite decent results, though slightly soft.
> --ryan.
>
>
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--
Patrick McFarland || http://AdTerrasPerAspera.com
"Computer games don't affect kids; I mean if Pac-Man affected us as kids,
we'd all be running around in darkened rooms, munching magic pills and
listening to repetitive electronic music." -- Kristian Wilson, Nintendo,
Inc, 1989
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