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Fallback font for spritefonts

Aug 16, 2012 at 8:37 AM
Edited Aug 16, 2012 at 8:38 AM


I noticed a difference between XNA's default content processor for sprite fonts and the Nuclex framework: fallback fonts. At compile time, the former automatically replaces a character specified in the range but which does not exist in the font file with a character from the operating system's default font (see this article:, while the latter does not, it simply replaces the missing characters with a default one (a rectangle).

Does the Nuclex SpriteFont content processor support fallback fonts - without having to change its source code, preferably ? If so, how can this be specified by the developer ?