Hi,
I use a font called Little_Title.font (a bitmap)
That font is used on Object labels.
I have a orthographic zoom :
go.set("#camera", "orthographic_zoom", 1*(math.pow(zoom_gap, zoom_state)))
zoom_gap value is 1.1.
zoom_state go from -20 to 20, with increments of 1, starting at zero (zoom in and zoom out).
I make the label keep the same size (for the player to be able to read it) with, basically, the same formula than the camera, but zoom-state is reversed :
go.set(tmp_Label, "scale.y", 1*(math.pow(zoom_gap, -zoom_state)))
go.set(tmp_Label, "scale.x", 1*(math.pow(zoom_gap, -zoom_state)))
That mean when the orthographic camera zoom in a direction, the labels zoom in the other direction with the same formula (just with a negative exponent).
More or less, it’s working : the map zoom-in and zoom-out while the label keep the same size.
It’s the “more or less” the problem :
When I zoom-in, the text become greyish and blurry, and after a while unreadable.
When I zoom-out, the text become more and more “white” and sharp.
Same size, just more blurry of more sharp.
I read about the “distance fonts”, but it is said it’s only resolve the problem in a zoom direction, and deeper the problem in the other…
I tried to uncheck “antialisasing” in the font settings, but that change nothing.
I suppose that’s because the math.pow formula can’t exactly reverse by just puting a negative exposant (basicaly, zoom pow 3 pow -3 != zoom) ? No, I’m not very good at maths. You can’t put chocolate on math.
I would like to hear about experience from people about that.
Edit : Spelling.