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Mention that all font sizes in Godot are in pixels, not points in Using fonts

Hugo Locurcio 2 lat temu
rodzic
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6593354eaa
1 zmienionych plików z 7 dodań i 3 usunięć
  1. 7 3
      tutorials/ui/gui_using_fonts.rst

+ 7 - 3
tutorials/ui/gui_using_fonts.rst

@@ -145,9 +145,13 @@ property that accepts a Font resource.
 
 
    Fonts that have a pixel art appearance should have bilinear filtering disabled
    Fonts that have a pixel art appearance should have bilinear filtering disabled
    by changing the **Rendering > Textures > Canvas Textures > Default Texture Filter**
    by changing the **Rendering > Textures > Canvas Textures > Default Texture Filter**
-   project setting to **Nearest**. The font size must also be an integer multiple of the
-   design size (which varies on a per-font basis), and the Control node using the font
-   must be scaled by an integer multiple as well. Otherwise, the font may look blurry.
+   project setting to **Nearest**.
+
+   The font size must also be an integer multiple of the design size (which
+   varies on a per-font basis), and the Control node using the font must be
+   scaled by an integer multiple as well. Otherwise, the font may look blurry.
+   Font sizes in Godot are specified in pixels (px), not points (pt). Keep this
+   in mind when comparing font sizes across different software.
 
 
    The texture filter mode can also be set on individual nodes that inherit from CanvasItem
    The texture filter mode can also be set on individual nodes that inherit from CanvasItem
    by setting :ref:`CanvasItem.texture_filter <class_CanvasItem_property_texture_filter>`.
    by setting :ref:`CanvasItem.texture_filter <class_CanvasItem_property_texture_filter>`.