npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

three-pixel-font

v0.0.13

Published

A pixel font renderer for three.js

Downloads

29

Readme

npm version

three-pixel-font

A pixel font mesh/material for three.js

pixel-font-examples

This pixel-font rendering toolkit takes a glyph texture, and a couple simple text files for configuration. It uses pixel-columns as a basis for rendering text with variable width, and supports one layer of overlap, on characters that need to share space.

example

      const textMesh = new PixelTextMesh("Hello World.", {
        fontFace: new PixelFontFace("path/to/cdogs_font_7x8"),
        color: new Color(1, 1, 1),
        letterSpacing: -1,
        strokeColor: new Color(0, 0, 0),
        scaleDownToPhysicalSize: true,
        screenSpace: false,
        constantSizeOnScreen: false
      }, undefined, (w, h) => {
        book.scale.x = 0.01 * w
        book.scale.y = 0.01 * h
      })
      this.scene.add(textMesh)

font format

A font needs 3 parts

  • a glyph texture png

  • a glyph txt file

  • a char width txt file

They must be similarly named, like this:

path/to/fonts/testFont.png
path/to/fonts/testFont.txt
path/to/fonts/testFont_char-widths.txt

Approach and History

Originally it was a very simple approach to pixel font rendering:

A block of text would be comprised of a font glyph texture, and a layout texture. The layout texture was a single-channel 8bit texture where each pixel's value was literally the glyph index.

This was great for fixed-width fonts, but legibility suffered.

The algorithm was extended to treat every pixel of width of a character as a distinct lookup. Fonts are still fixed-height, but each pixel column of text is no longer locked to a glyph grid.

The layout texture grew significantly to accomidate this. A single character used to be 1 8bit value, but now a single character needs a glyph index and a pixel offset for each column of pixels.

A 7 pixel wide glyph now needed 7 * 2 * 8bit of data on the layout texture. For WebGL 1.0 compatibility reasons, the layout texture was made 4-channel, not the minimal 2-channel needed.

Inspired by fonts like C-Dogs by Ronny Wester, outlines in the font actually look best when they are overlapping (maximum).

The final upgrade to the algorithm was to use the final unused 2 channels of the layout texture's 4 channels, to provide an alternate glyph column.

Every column of the final text can sample two different glyph columns and max them.

Limitations

Boundaries between pixels in the final render tend to resolve to the incorrect neighbour, creating pixel-thin artifacts.

The font data, and the loading thereof, is very opinionated, and subject to change. Right now, the font faces are hard-coded in the library (CDogs 7x8 only), but it's designed to only load upon usage.

Currently, the font char-widths txt file store one number per glyph, which represents how much narrower the glyph is than the max width. This is just a practical hack to keep the indices of glyphs identical to the width, in their repective txt files. This proved useful when working on a font 11 pixels wide, but whose narrowest character is 4 pixels wide. The width-difference for that character was 7, a single-digit value.