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Issue description:
Label and Richtextlabel shadow colors are copied from the font color and then modulated. This affects bitmap fonts, so that only full black shadows can be used. Not sure if other nodes use shadows, in that case they might suffer from the same problem. buttons do not have shadows.
The shadow colors should be a white (255, 255, 255, 255) color instead, so they can be modulated separately from the original font color.
Steps to reproduce:
Add the supplied font to a label
Minimal reproduction project: fonts.zip
Added a colored font to test with. The 'm' and 'a' characters are colored, use those to test :)
The text was updated successfully, but these errors were encountered:
I can reproduce this on 3.2.3 (Label on top, RichTextLabel at the bottom):
Notice how the green shadow still has a shaded "m" and colored "a".
To fix this, we should override the main font's RGB channels for the shadow texture instead of multiplying them. However, we shouldn't touch the alpha channel as to not break antialiasing.
Calinou
changed the title
Richtextlabel and Label shadow colors are not absolute
RichTextLabel and Label shadow colors multiply the main font color instead of overriding it
Sep 23, 2020
Godot version:
3.1.1 stable
OS/device including version:
Windows 10
Issue description:
Label and Richtextlabel shadow colors are copied from the font color and then modulated. This affects bitmap fonts, so that only full black shadows can be used. Not sure if other nodes use shadows, in that case they might suffer from the same problem. buttons do not have shadows.
The shadow colors should be a white (255, 255, 255, 255) color instead, so they can be modulated separately from the original font color.
Steps to reproduce:
Add the supplied font to a label
Minimal reproduction project:
fonts.zip
Added a colored font to test with. The 'm' and 'a' characters are colored, use those to test :)
The text was updated successfully, but these errors were encountered: