Merge pull request #68582 from bruvzg/inv_gd3_bmp_font
Add a special case for importing bitmap fonts designed for Godot 3.
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@ -1788,7 +1788,10 @@ Error FontFile::load_bitmap_font(const String &p_path) {
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ERR_FAIL_V_MSG(ERR_CANT_CREATE, RTR("Unsupported BMFont texture format."));
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ERR_FAIL_V_MSG(ERR_CANT_CREATE, RTR("Unsupported BMFont texture format."));
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}
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}
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} else {
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} else {
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if ((ch[0] == 0) && (ch[1] == 0) && (ch[2] == 0) && (ch[3] == 0)) { // RGBA8 color, no outline
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if ((ch[3] == 0) && (ch[0] == 4) && (ch[1] == 4) && (ch[2] == 4) && img->get_format() == Image::FORMAT_RGBA8) { // might be RGBA8 color, no outline (color part of the image should be sold white, but some apps designed for Godot 3 generate color fonts with this config)
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outline = 0;
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set_texture_image(0, Vector2i(base_size, 0), page, img);
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} else if ((ch[0] == 0) && (ch[1] == 0) && (ch[2] == 0) && (ch[3] == 0)) { // RGBA8 color, no outline
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outline = 0;
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outline = 0;
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ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, RTR("Unsupported BMFont texture format."));
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ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, RTR("Unsupported BMFont texture format."));
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set_texture_image(0, Vector2i(base_size, 0), page, img);
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set_texture_image(0, Vector2i(base_size, 0), page, img);
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