[font] #How LDLib UI text is rendered. #VANILLA: Minecraft's own font renderer, no LDLib involvement. #SDF: one scalable distance field atlas, smooth under any transform, softer up close. #RASTER: rasterize at the size actually drawn, sharpest, one atlas per size in use. #AUTO: raster for small text that lands on the pixel grid, SDF everywhere else. #Allowed Values: VANILLA, SDF, RASTER, AUTO fontRenderMode = "AUTO" #Edge length in pixels of a glyph atlas page. Larger pages mean fewer draw calls. # Default: 1024 # Range: 256 ~ 4096 fontAtlasSize = 1024 #Pixel height glyphs are rasterized at when generating the distance field. #Higher values keep sharp corners at large font sizes at the cost of atlas space. # Default: 48 # Range: 16 ~ 128 sdfEmSize = 48 #Multiplier on the anti aliasing width. Above 1 is crisper, below 1 is softer. # Default: 1.0 # Range: 0.1 ~ 4.0 sdfSharpness = 1.0 #Stem thickening in pixels. Raise slightly if small text looks too thin. # Default: 0.0 # Range: -0.5 ~ 0.5 sdfWeight = 0.0 #Largest device pixel line height the raster path will bake; above this the distance #field is used instead. A text element's line height works out to fontSize * guiScale, #so 256 covers font size 64 at every GUI scale. # Default: 256 # Range: 16 ~ 512 fontRasterMaxSize = 256 #Drop a rasterized size that has not been drawn for this many seconds, freeing its #atlas. Keeps zooming through many sizes from growing without bound. # Default: 30 # Range: 1 ~ 600 fontRasterEvictSeconds = 30 #Reuse the glyph positions of a string between frames instead of walking the text #again every frame. Turn off if text ever renders with stale styling. textLayoutCache = true