Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
So the quesiton of the day is when creating a SpriteFont to use for displaying text in an XNA app, is there a way to change the size or does a new SpriteFont have to be created for each desired size.
What I'm trying to do is have a single SpriteFont object exposed to all the child windows of a main window manager class, but for some windows I want the text displayed in a smaller size than others. I suppose what I could do to work around this is to create a generic collection of SpriteFont objects, one for each size that I want available...but I was hoping I didn't have to create multiple objects.
If anyone knows, let me know. If I figure out a definate answer I'll post an update. :)
UPDATE:
Well, after I did some asking around...I found that a SpriteFont must be created for each individual size that is disired to be displayed in the game...so I'll have to make the generic collection as I was guessing. :( Ah well. hehehe.
Comments
- Anonymous
February 18, 2008
spriteBatch.DrawString(spriteFont, text, new Vector2(66, 66), Color.Black, 0.0f, new Vector2(0, 0), 0.8f, SpriteEffects.None, 0); There is an overload to spriteBatch.DrawString() which has a scale argument (here 0.8f for shrinking it down).