I would to introduce FontStashSharp, which is well-known(mostly within MG discord) text rendering library.
Its main features:
- Loading ttf fonts at the run-time
- Glyphs are rendered on-demand on the texture atlas. Hence the library doesnt require to explicitly specify required character ranges during the font creation.
That’s awesome, thanks for your hard work!
Thank you! this is really good, I’ve been testing it in the past few days and it works pretty well even under heavy load, I will replace all my font logic with this project now, this is what I was looking for quite many years!.
Do you know how to get the size of a text that gives the baseline of the text?
For example if I use “Hello” measure string will give me an Y value, but if I try to print “jello” because j goes below the baseline I get a different Y value than Hello, though I want to print both at the same Y value.
I do not want to make different logic for letters that go below the baseline of the text, any idea how can I achieve a correct baseline with FontStash?
Thanks!, looks like that one did the trick. Thought the MeasureString always returns the exact font dimension, I think it may be more useful if there is a flag to return the height based on baseline. That was the reason for my fonts to not align properly everywhere and I was trying to understand why it failed with some words until I notice the baseline. The same thing happened with the default SpriteFont.