You are right, the game uses only
data/font-small.glf and
data/font.ttf.
void DSQ::loadFonts()
{
debugLog("loadFonts...");
destroyFonts();
font.load("data/font-small.glf", 1, false);
font.fontTopColor = Vector(0.9,0.9,1);
font.fontBtmColor = Vector(0.5,0.8,1);
font.overrideTexture = core->addTexture("font");
smallFont.load("data/font-small.glf", 0.6, false);
smallFont.fontTopColor = Vector(0.9,0.9,1);
smallFont.fontBtmColor = Vector(0.5,0.8,1);
smallFont.overrideTexture = core->addTexture("font");
smallFontRed.load("data/font-small.glf", 0.6, false);
smallFontRed.fontTopColor = Vector(1,0.9,0.9);
smallFontRed.fontBtmColor = Vector(1,0.8,0.5);
smallFontRed.overrideTexture = core->addTexture("font");
subsFont.load("data/font-small.glf", 0.5, false);
subsFont.fontTopColor = Vector(1,1,1);
subsFont.fontBtmColor = Vector(0.5,0.8,1);
subsFont.overrideTexture = core->addTexture("font");
goldFont.load("data/font-small.glf", 1, false);
goldFont.fontTopColor = Vector(1,0.9,0.5);
goldFont.fontBtmColor = Vector(0.6,0.5,0.25);
goldFont.overrideTexture = core->addTexture("font");
debugLog("ttf...");
arialFontData = (unsigned char *)readFile("data/font.ttf", &arialFontDataSize);
if (arialFontData)
{
fontArialSmall .create(arialFontData, arialFontDataSize, 12);
fontArialBig .create(arialFontData, arialFontDataSize, 18);
fontArialSmallest.create(arialFontData, arialFontDataSize, 10);
}
debugLog("done loadFonts");
/*
//gold
smallFont.fontTopColor = Vector(1,0.9,0.5);
smallFont.fontBtmColor = Vector(0.6,0.5,0.25);
*/
//Texture::format = GL_LUMINANCE_ALPHA;
//Texture::format = 0;
}
Does it work when you rename the file to font-small.glf ? I can't seem to find any evidence in the code that the coordinates are hard-coded... So it should be possible to use other glyphs as well.
The file
data/font.txt is not used either. Looks like an older version of the game read its font coordinates from this file, but not anymore.
Also, could you post your modfied glf file? I want to see how it works
