public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); font.setUseIntegerPositions(false); font.setColor(1, 0, 0, 1); singleLineCacheNonInteger.draw(batch); multiLineCacheNonInteger.draw(batch); drawTexts(); font.setUseIntegerPositions(true); font.setColor(1, 1, 1, 1); singleLineCache.draw(batch); multiLineCache.draw(batch); drawTexts(); batch.end(); }
private static void setupFont (FontFace face, BitmapFont font) { font.setUseIntegerPositions(false); }
public void render (SpriteBatch batch) { if (alpha > 0) { font.setUseIntegerPositions(isStatic); font.setScale(scale); font.setColor(color.r, color.g, color.b, alpha); updateBounds(); font.drawMultiLine(batch, text, position.x - textBounds.width / 2, position.y - textBounds.height / 2); } }
printAnalytics("before test"); Array<BitmapFont> fonts = new Array<BitmapFont>(); // create a sample parameters FreeTypeFontGenerator.FreeTypeFontParameter params = new FreeTypeFontGenerator.FreeTypeFontParameter(); params.size = 12; params.minFilter = Texture.TextureFilter.Nearest; params.magFilter = Texture.TextureFilter.Nearest; // load the font FileHandle fontFile = Gdx.files.internal("arial.ttf"); for (int i = 0; i < 2000; i++) { // generate it FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile); BitmapFont bitmapFont = generator.generateFont(params); bitmapFont.setUseIntegerPositions(false); generator.dispose(); // add to array fonts.add(bitmapFont); } printAnalytics("before disposing, before first gc"); System.gc(); printAnalytics("before disposing, after first gc"); // dispose all fonts for (BitmapFont font : fonts) { font.dispose(); } // clear array fonts.clear(); printAnalytics("after disposing, before second gc"); System.gc(); printAnalytics("after disposing, after second gc");
instance.familyPrintMSDF.fontMultiDistanceField(crispNotoSerif, crispNotoSerifTexture) .width(12).height(30).setSmoothingMultiplier(1.5f); instance.familyPrintMSDF.font().setUseIntegerPositions(false); } catch (Exception e) { e.printStackTrace();
public GameRenderer(Viewport viewport, Camera camera, GameEngine engine) { this.viewport = viewport; this.camera = camera; this.engine = engine; shapeRenderer = new MyShapeRenderer(); shapeRenderer.setAutoShapeType(true); spriteBatch = new SpriteBatch(); font = new BitmapFont(); font.setColor(Color.WHITE); font.setUseIntegerPositions(false); font.getData().setScale(0.01f); shadowBatch = new ModelBatch(new DepthShaderProvider()); ShaderProgram.pedantic = false; final String vertUber = Gdx.files.internal("shaders/uber.vert").readString(); final String fragUber = Gdx.files.internal("shaders/uber.frag").readString(); modelBatch = new ModelBatch(new DefaultShaderProvider(vertUber, fragUber) { @Override protected Shader createShader(final Renderable renderable) { return new UberShader(renderable, config); } }); }