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WIP: https://github.com/ad-si/Brillo/pull/1
ad-si updated
23 hours ago
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### Current Behavior
When creating a Bitmap font with textures that have rotation due to texture packing, the corresponding bitmap character image will be rotated also.
### Expected Behavior
Textur…
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### Description
Currently, attempting to use glyphs from fonts that have the raster image type other than [`PNG`](https://docs.rs/ttf-parser/latest/ttf_parser/enum.RasterImageFormat.html#variant.PNG)…
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I tried processing a bitmap font from the 5th gen iPod classic's firmware and it came out like this:
FontForge displays the contained glyphs no problem:
but it calls this set "18@4", which I…
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**Describe the bug**
Terminus bitmap font is rendered blurry
**To Reproduce**
Steps to reproduce the behavior:
1. Set the font to `Terminus`
# ~/.config/neovide/config.toml
…
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### Check for existing issues
- [X] Completed
### Describe the bug / provide steps to reproduce it
Fonts such as the Samsung Emoji font can be selected as fallback fonts, but emoji render as …
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**Description**
We create a Bitmap using a Graphics instance that is setuo like this
```
Bitmap = new Bitmap(canvasWidth, canvasHeight);
Bitmap.SetResolution(this.dpi, this.dpi);
Graphics = G…
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**Environment:**
- **Operating system**: Arch Linux, Yocto, etc.
- **Python version**: 3.10, 3.12
- **SDL version**: 2.30
- **PyGame version**: mainline, 2.6.1
**Current behavior:**
Rendering …
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### Thanks for offering this great web app!
- The UX of this web app is great!
- A lot of attention to detail.
- Both in terms of **function** and **joy of use**.
# My review
## Arriving to…
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It would be good to support Bitmap Fonts. I think they're basically just letters and numbers in a sprite sheet, so we should be able to make good use of the existing and future spritesheet code when r…