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Thread: Modern, opensource automaticly-growing runtime font packer for games

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  1. #3
    It generates bitmaps, and when you need additional characters it adds them to existing bitmaps, and if out of space it adds a new bitmap, i guess you could use it with that.

    character bindings are unicode, the example uses widechar winapi for rendering - we'd need to convert this somehow to freetype2.. freetype1 in lazarus repo is buggy as hell and can't use font hinting.

    if you use lazarus utf8string then you can do this to get unicode numbers:

    http://wiki.freepascal.org/UTF8_stri...UTF8_codepoint
    Last edited by JernejL; 17-05-2018 at 12:52 PM.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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