ref: df42d9300f270d52ab3483c57dd2c614852f24f9
parent: f908e2a064d8819dbb3a8abdfa78286ad7b2c9d0
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Sep 6 13:10:46 EDT 2020
Disable font anti-aliasing by default CSE2 Portable is meant to be a purist thing - experiencing Cave Story the way it was meant to be. The crappy font rendering was definitely not how it was meant to be.
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -16,12 +16,11 @@
// Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around
// the text in numerous cases.
// The only way to 'fix' the artifacting is to convert the entire drawing system to use alpha
-// blending instead of colour-keying, which is way out of scope for a simple compile flag, so
-// instead we just disable the anti-aliasing entirely. It's how it was meant to be anyway.
-#ifdef FIX_BUGS
-#define DISABLE_FONT_ANTIALIASING
-#endif
+// blending instead of colour-keying.
+// If you'd like the buggy anti-aliasing, then uncomment the following line.
+//#define ENABLE_FONT_ANTIALIASING
+
typedef struct CachedGlyph
{
unsigned long unicode_value;
@@ -961,7 +960,7 @@
{
unsigned int glyph_index = FT_Get_Char_Index(font_object->face, unicode_value);
-#ifndef DISABLE_FONT_ANTIALIASING
+#ifdef ENABLE_FONT_ANTIALIASING
if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER) == 0)
#else
if (FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | FT_LOAD_MONOCHROME | FT_LOAD_TARGET_MONO) == 0)