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Sprite Fonts

The Nuclex SpriteFont content processor is almost an exact reimplementation of the XNA SpriteFont content processor. However, instead of using Windows' built-in text rendering facilities, it builds fonts using the high-quality mode of FreeType, an Open Source font rendering engine.

Whether you like text rendered by FreeType better is probably a matter of taste. Maybe it's similar to the difference between MacOS' smooth but blurry fonts and Windows' edgy but sharp fonts - some people like one better, some the other.

Comparison

Here is a direct comparison between SpriteFonts created by the Nuclex content processor versus the XNA content processor.

The font size discrepancy between FreeType and Windows means you have to slightly increase the size of any !SpriteFonts using the Nuclex content processor. Sorry for that. Maybe I should take a look at how Wine did it and adjust my font scale accordingly ;-)
  • Kootenay 14/19 point (the default settings for a new SpriteFont)
XNA
KootenaySpriteFontXna.png
Nuclex
KootenaySpriteFontNuclex.png
  • Arial 12/16 point
XNA
ArialSpriteFontXna.png
Nuclex
ArialSpriteFontNuclex.png

Usage

To use the Nuclex SpriteFont content processor in an XNA project, you need to do two things:

1. Add the content processor add-in to your Content project (just right click on the References folder and select 'Add')
AddNuclexFontsReference.png

2. Select the font description you want to change and choose the Nuclex content processor under Content Processor in the Properties window
SelectNuclexContentProcessor.png

Last edited Sep 13, 2009 at 6:56 PM by Cygon, version 4

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