Auto Generating Texture Atlases
<i>This post was originally made by <b>danij</b> on the dengDevs blog. It was posted under the category: Blog.</i>
As you may be aware there are currently various issues with the management of the font patches as used (primarily) for the in-game menu and the player message log. The main problems being:
<ul>
<li>High res font patches are currently ignored.</li>
<li>"Upscale and sharpen" processing is only done on initial load.</li>
</ul>
A couple of days ago I began musing on how to address these problems but I continually kept bumping into architectural shortcomings that either flat-out prevented or severlly limited whatever scheme I came up with.
As you may be aware there are currently various issues with the management of the font patches as used (primarily) for the in-game menu and the player message log. The main problems being:
<ul>
<li>High res font patches are currently ignored.</li>
<li>"Upscale and sharpen" processing is only done on initial load.</li>
</ul>
A couple of days ago I began musing on how to address these problems but I continually kept bumping into architectural shortcomings that either flat-out prevented or severlly limited whatever scheme I came up with.