"No, what I mean it's 'blurred' ;)."
It's not any blurrier than text which stays the same size in any resolution in any other GUI system will be though. So it's not something that should be unexpected.
Only GUI systems with fonts that are smaller at higher res can be sharper. Unless you want to make hundreds of differnt bitmap fonts for every possible resolution. :-)
"You can't get perfectly clear 10pt text, especially in some fonts, by writing to a texture and displaying this on a 3D sprite/plane. It's a limitation of using textures to display text.
I did a lot of testing in Blitz3D with a texture mapped plane, white pixels on black background, and never could I get it to display as that in 3D."
Just because you failed to do it doesn't mean it is not possible. It most certainly is possible. There are many 3D GUI's which use this method, and the code archives has code for displaying stuff pixel perfect with a texture.
But the limitation of that is that the text will be smaller in higher resolutions.
It's hard to get it to match up. You have to do it just right. But it can be done.
"Create a 128 pixel square chequered bitmap of alternating black and white pixels, map it to a square mesh, and display it at 128x128 pixels on screen. You won't get the same pixel clarity as the original."
You will if you align it properly with the pixels. You need to get the top left corner of the texture in the CENTER of the top left pixel. The corners of all the texels must be aligned to the pixel centers. And if you have an old card they sometimes screw with this, which is why Mark had that Blitzmax test a week or so ago to see if he could fix that problem.
It's not any blurrier than text which stays the same size in any resolution in any other GUI system will be though. So it's not something that should be unexpected.
Only GUI systems with fonts that are smaller at higher res can be sharper. Unless you want to make hundreds of differnt bitmap fonts for every possible resolution. :-)
"You can't get perfectly clear 10pt text, especially in some fonts, by writing to a texture and displaying this on a 3D sprite/plane. It's a limitation of using textures to display text.
I did a lot of testing in Blitz3D with a texture mapped plane, white pixels on black background, and never could I get it to display as that in 3D."
Just because you failed to do it doesn't mean it is not possible. It most certainly is possible. There are many 3D GUI's which use this method, and the code archives has code for displaying stuff pixel perfect with a texture.
But the limitation of that is that the text will be smaller in higher resolutions.
It's hard to get it to match up. You have to do it just right. But it can be done.
"Create a 128 pixel square chequered bitmap of alternating black and white pixels, map it to a square mesh, and display it at 128x128 pixels on screen. You won't get the same pixel clarity as the original."
You will if you align it properly with the pixels. You need to get the top left corner of the texture in the CENTER of the top left pixel. The corners of all the texels must be aligned to the pixel centers. And if you have an old card they sometimes screw with this, which is why Mark had that Blitzmax test a week or so ago to see if he could fix that problem.