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Graphics / Re: Drawing Text on transparent RenderTexture leaves outline
« on: April 27, 2017, 02:00:18 pm »There's no such thing as a "transparent" color, sf::Color::Transparent is just a short hand for black with an alpha value of zero...
Ah I see what you mean, I remember rendering a Window using clear(Colour::Transparent) and it came out with just a black background. I'm not sure then if the issue with the glyphs being cropped is part of this or should be another issue? In any case let me try to explain it again in a little more detail.
Using the code example from the first post, if we render the Text to the RenderTexture using BlendNone:
renTex.draw(text, sf::BlendNone);
We have a rendering problem with fonts that are italic-like or calligraphic (sorry not tested more fonts and away from code atm). In the screenshot I had before the T gets cut off by the A in TALL, and the l crops the previous l in small.
My previous thought was that using BlendNone was removing the alpha component, so as each glyphs texture is drawn (from left to right) it draws white pixels over the previous text. Similar to just drawing two opaque boxes over each other.
(Tried to highlight the issue better but I've done it very rushed in paint so apologies!)