Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Manny Najera" Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Fonts? Date: 20 May 1997 22:08:51 GMT Organization: SCEA Net Yaroze News Lines: 16 Message-ID: <01bc656a$8c9bf0e0$4373d9ce@mannynaj> References: <01bc64a8$095e7580$8391b8cd@mannynaj> <3381ba21.37527782@205.149.189.29> NNTP-Posting-Host: dgr-il9-03.ix.netcom.com X-Newsreader: Microsoft Internet News 4.70.1155 > The fonts are arranged the way they are to work with FntLoad(), > FntPrint(), etc. These functions require the fonts to be loaded into a > 256x128 pixel image it the proper sequence. These fonts are not overly > useful, except for debug messages. Ok, so how does the FntPrint function do it? I mean, they don't use some case statement to figure out which area of the image to send to the ot. I came across this code in the Textutil demo from the scee section. spriteString.u = (*string % 16) * 16; spriteString.v = (*string / 16) * 16; The sprite that they used for text was also arranged in the same way as the others. Does it have something to do with the setup of the ascii table? Manny Najera