Font Asset: Difference between revisions
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[[Category:MW3]] | [[Category:MW3]] | ||
[[Category:Ghosts]] | [[Category:Ghosts]] | ||
[[Category:AW]] | |||
[[Category:WaW]] | [[Category:WaW]] | ||
[[Category:BO1]] | [[Category:BO1]] | ||
[[Category:BO2]] | [[Category:BO2]] | ||
[[Category:BO3]] | |||
Font assets control what else; the fonts! Every Call of Duty game so far has had a font asset type, and it has changed very little. | |||
== Infinity Ward Games & World at War & Black Ops 1 == | |||
[[File:Gamefonts_ps3.png|90px|thumb|Modern Warfare 2 font image for PS3]] | |||
Note that S1 (Advanced Warfare) is an extension of IW6, therefore it fits here. | |||
<syntaxhighlight lang="cpp"> | |||
#pragma pack(push, 2) | |||
struct Glyph | |||
{ | |||
unsigned __int16 letter; | |||
char x0; | |||
char y0; | |||
char dx; | |||
char pixelWidth; | |||
char pixelHeight; | |||
float s0; | |||
float t0; | |||
float s1; | |||
float t1; | |||
}; | |||
#pragma pack(pop) | |||
struct Font_s | |||
{ | |||
const char * name; | |||
int pixelHeight; | |||
int glyphCount; | |||
Material * material; | |||
Material * glowMaterial; | |||
Glyph * glyphs; | |||
}; | |||
</syntaxhighlight> | |||
== Black Ops 2 & 3 == | |||
Black Ops 2, and subsequently Black Ops 3, are proving to be the only games that change the font structure so far. | |||
<syntaxhighlight lang="cpp"> | |||
#pragma pack(push, 2) | |||
struct Glyph | |||
{ | |||
unsigned __int16 letter; | |||
char x0; | |||
char y0; | |||
char dx; | |||
char pixelWidth; | |||
char pixelHeight; | |||
float s0; | |||
float t0; | |||
float s1; | |||
float t1; | |||
}; | |||
#pragma pack(pop) | |||
struct KerningPairs | |||
{ | |||
unsigned __int16 wFirst; | |||
unsigned __int16 wSecond; | |||
int iKernAmount; | |||
}; | |||
struct Font_s | |||
{ | |||
const char *fontName; | |||
int pixelHeight; | |||
int isScalingAllowed; | |||
int glyphCount; | |||
int kerningPairsCount; | |||
Material *material; | |||
Material *glowMaterial; | |||
Glyph *glyphs; | |||
KerningPairs *kerningPairs; | |||
}; | |||
</syntaxhighlight> | |||
Latest revision as of 07:28, 31 October 2015
Font assets control what else; the fonts! Every Call of Duty game so far has had a font asset type, and it has changed very little.
Infinity Ward Games & World at War & Black Ops 1

Note that S1 (Advanced Warfare) is an extension of IW6, therefore it fits here.
#pragma pack(push, 2)
struct Glyph
{
unsigned __int16 letter;
char x0;
char y0;
char dx;
char pixelWidth;
char pixelHeight;
float s0;
float t0;
float s1;
float t1;
};
#pragma pack(pop)
struct Font_s
{
const char * name;
int pixelHeight;
int glyphCount;
Material * material;
Material * glowMaterial;
Glyph * glyphs;
};Black Ops 2 & 3
Black Ops 2, and subsequently Black Ops 3, are proving to be the only games that change the font structure so far.
#pragma pack(push, 2)
struct Glyph
{
unsigned __int16 letter;
char x0;
char y0;
char dx;
char pixelWidth;
char pixelHeight;
float s0;
float t0;
float s1;
float t1;
};
#pragma pack(pop)
struct KerningPairs
{
unsigned __int16 wFirst;
unsigned __int16 wSecond;
int iKernAmount;
};
struct Font_s
{
const char *fontName;
int pixelHeight;
int isScalingAllowed;
int glyphCount;
int kerningPairsCount;
Material *material;
Material *glowMaterial;
Glyph *glyphs;
KerningPairs *kerningPairs;
};