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
, an Open Source font rendering engine.
Whether you like text rendered by
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.
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)
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')
2. Select the font description you want to change and choose the Nuclex content processor under Content Processor in the Properties window