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graphics.spin question — Parallax Forums

graphics.spin question

MuncherMuncher Posts: 38
edited 2006-06-20 17:42 in Propeller 1
Could someone help me dicipher the font? I was thinking of making a Hebrew version of Graphics.spin (if such is possible). Thanks,

Muncher

Comments

  • cgraceycgracey Posts: 14,206
    edited 2006-06-20 05:28
    There are bitfields within words that make up character definitions for that vector font. It's all there, in comments. What I'd recommend is that you play around with modifying existing characters, and get a handle on how it works. Then you can add all you want and extend the limits of what is there.

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    Chip Gracey
    Parallax, Inc.
  • MuncherMuncher Posts: 38
    edited 2006-06-20 13:09
    Thanks, Chip. An odd idea, isn't it? I wonder how many languages I can implement.
  • cgraceycgracey Posts: 14,206
    edited 2006-06-20 17:42
    Lots, I'd imagine. The only way Chinese will be done practically is via vector fonts. It takes alarmingly little data to define characters, plus they look perfect small AND huge.
    Check out how much data is required for these vector character def's:

    ······· word··· farc + xa2 + ya6 + a0 + ax2 + ay2 + more······· 'a
    ······· word··· fline + xa4 + ya4 + xb4 + yb8
    ······· word··· farc + xa2 + ya6 + a0 + ax2 + ay2 + more······· 'b
    ······· word··· fline + xa0 + ya4 + xb0 + ybC
    ······· word··· farc + xa2 + ya6 + a9 + ax2 + ay2 + more······· 'c
    ······· word··· fline + xa2 + ya4 + xb4 + yb4 + more
    ······· word··· fline + xa2 + ya8 + xb4 + yb8
    ······· word··· farc + xa2 + ya6 + a0 + ax2 + ay2 + more······· 'd
    ······· word··· fline + xa4 + ya4 + xb4 + ybC

    Note that this is often half the data required to define a very coarse 8x8 pixel font which would look horrible if you blew it up.
    Muncher said...
    Thanks, Chip. An odd idea, isn't it? I wonder how many languages I can implement.
    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔


    Chip Gracey
    Parallax, Inc.
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