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		<title>XNA Sprite Font Quality</title>
		<description>Discuss XNA Sprite Font Quality</description>
		<link>http://www.nuclex.org/blog/gamedev/113-xna-sprite-font-quality</link>
		<lastBuildDate>Wed, 19 Jun 2013 22:45:28 +0000</lastBuildDate>
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			<title>Cygon says:</title>
			<link>http://www.nuclex.org/blog/gamedev/113-xna-sprite-font-quality#comment-101</link>
			<description><![CDATA[I would be delighted if they could add a "Texture Format" property to their importer, switchable between "DxtCompressed" and "Color". You're spot on about that DPI were causing the size difference, but I think your logic should be the other way around ;) At 96 DPI, larger fonts should be generated so they appear at the same size on a display with tighter packed dots. My content processor was indeed set to 72 DPI and that caused the size difference to XNA (with my fonts processor ending up at 72/96 of the size the XNA content processor would generate)]]></description>
			<dc:creator>Cygon</dc:creator>
			<pubDate>Sat, 05 Feb 2011 09:00:48 +0000</pubDate>
			<guid>http://www.nuclex.org/blog/gamedev/113-xna-sprite-font-quality#comment-101</guid>
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			<title>scoy says:</title>
			<link>http://www.nuclex.org/blog/gamedev/113-xna-sprite-font-quality#comment-100</link>
			<description><![CDATA[Thanks for the post. Hopefully this will push the XNA team to stop compressing their fonts, or at least make it optional. The size difference is probably because XNA seems to think that monitors are 72dpi when in fact most are 96dpi. This causes XNA fonts to look larger than they should. I've found that if I scale the font size I want by 72/96 then they look right, ie if I want 30pt I enter 22.5 (30 * 72 / 96) into the .SpriteFont file and it matches.]]></description>
			<dc:creator>scoy</dc:creator>
			<pubDate>Sat, 05 Feb 2011 02:19:25 +0000</pubDate>
			<guid>http://www.nuclex.org/blog/gamedev/113-xna-sprite-font-quality#comment-100</guid>
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