Hi everybody,
perhaps you can help me with a little mental conundrum?
I have implemented bitmap fonts, and they are working great.
I created them using Glyph Designer and added the png to my texture atlas and use that to pull the texture, and it's working just fine.
But now I want to implement @2x HD versions, and the SD version.
I see from the demo project and various wiki entries that you can generate a 1x version and a 2x version, and use separate pngs etc with the @2x to do this.
The problem for me is that I am adding the pngs to my main texture atlas, and generating the SD texture atlas by using the AutoSD mode in texture packer.
Of course, this means the SD texture is exactly half of the HD texture, but the pngs and fnt files generated by Glyph Designer are NOT exactly half values.
So... what to do?
I can't manually edit the fnt XML values, because some of them are odd numbers, which would result in n.5 values if I halve them.
Does anyone else use texture atlases to store SD/HD bitmap font atlases, and if so, how do you go about it?
Thanks