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- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos. |
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screenshots | ||
README.md | ||
icon.webp | ||
icon.webp.import | ||
montserrat_semibold.ttf | ||
montserrat_semibold.ttf.import | ||
montserrat_semibold_msdf.ttf | ||
montserrat_semibold_msdf.ttf.import | ||
project.godot | ||
sdf_font_demo.gd | ||
sdf_font_demo.tscn |
README.md
Multi-channel Signed Distance Field Font Demo
This is a demo of Multi-channel Signed Distance Field fonts in Godot. The technique used allows the text to remain clear under arbitrary zooms and rotations.
The multi-channel part refers to the font texture being generated in a way that allows for higher precision when rendering the font. This allows MSDF fonts to be more readable at small font sizes compared to single-channel signed distance field fonts.
Language: This demo contains no code.
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/521