fermi/config/smoothfont/smoothfont.cfg
2021-10-10 22:16:47 -06:00

291 lines
11 KiB
INI

# Configuration file
~CONFIG_VERSION: 7
common {
# Allow to use NPOT Texture in order to reduce resource consumption.
B:allowNPOTTexture=false
# Experimental: Try interpolation for MOD original font renderer.
B:alternativeInterpolation=false
# Automatic detection of brightness.
B:autoBrightness=true
# Enable a blur reduction for fonts less than or equal to the specified size.(0~16)
I:blurReduction=10
# Brightness correction level for interpolated fonts.
I:brightness=1
# This value is an option to adjust the rounding method of the character width that can be obtained by getCharWidth().
# The character widths are rounded up if the fractions of the character width are equal to or more than this fraction value.
# Other character widths are rounded down. (Default: 0.3333335)
D:charWidthFractionToRoundUp=0.3333335
# Disable italic for small fonts.
B:disableSmallItalic=false
# Enable alpha blending
B:enableAlphaBlend=true
# Enable anisotropic filtering.
B:enableAnisotropicFilter=true
# Enable double rendering
B:enableDouble=false
# Enable linear interpolation
B:enableInterpolation=true
# Enable mipmap for fonts.
B:enableMipmap=true
# Enable premultiplied alpha instead of straight alpha.
B:enablePremultipliedAlpha=false
# Disable interpolation for characters drawn with high magnification.
B:excludeHighMag=true
# Disable interpolation for the integral multiple of default size.
B:excludeIntMultiple=true
# Tolerance (in percent) for rounding font scale to integer.(Default: 0.5)
D:fontScaleRoundingTolerance=0.5
# Force to use unicode font.
B:forceUnicode=false
# Disable interpolation for fonts above this magnification when excludeHighMag is enabled.(Default: 3.0)
D:limitMagnification=3.0
# Mipmap level.
I:mipmapLevel=4
# Mipmap LOD bias.
I:mipmapLodBias=-3
# Mipmap LOD bias for overlay screen.
I:overlayLodBias=-5
# Prioritize performance rather than quality.
B:performanceMode=false
# Enable odd multiple GUI scale factors (x3,x5,...) when using unicode font.
B:removeScaleRestriction=true
# Select run mode. (0:Enable mod, 1:Disable mod, 2:Disable mod(Optimization only)
I:runMode=0
# To save memory and VRAM usage by adjusting some parameters when a large amount of memory or VRAM will be required.
# (0:off, 1:conservative, 2:moderate, 3:aggressive)
I:saveMemory=1
# Shadow length. (0~10)
I:shadowLength=5
# Shadows are rendered smoothly by using linear interpolation if the font resolution is more than or equal to this value.
I:smoothShadowThreshold=24
# Correct character width error in a normal precision mode as much as possible.
B:widthErrorCorrection=true
}
debug {
# Enable debug log.
B:debugLog=false
# Debug option
S:debugOption=
# Show event log on the game screen.
B:showLogInChat=false
}
font {
# Use the fonts installed in the operating system.
B:useOSFont=true
# Primary font name.
# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
S:fontName=SansSerif
# Secondary font name. It is used if the character cannot be rendered with the primary font.
# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
S:secondaryFontName=SansSerif
# Primary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
I:primaryFontStyle=0
# Secondary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
I:secondaryFontStyle=0
# Enable anti-alias for OS fonts.(0:off, 1:normal, 2:high precision)
I:fontAntiAlias=1
# Enable emphasis for OS fonts. (0:off, 1:Ascii only, 2:Non-Ascii, 3:All)
I:fontEmphasis=0
# OS font resolution. (0:8px, 1:10px, 2:12px, 3:16px, 4:24px, 5:32px, 6:48px, 7:64px)
I:fontResolution=5
# Enable automatic font size detection for the font resolution.
B:fontAutoSizing=true
# Reference characters used for font-sizing.
# If this option is not specified, the default value "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" is used.
S:fontSizingRefChars=
# Scaling factor of system font size.
D:fontSizeScaleFactor=1.0
# Transform non-default font narrowly or widely for MC default charset.
D:widthFactorDefaultCharset=1.0
# Transform non-default font narrowly or widely for unicode charset.
D:widthFactorUnicodeCharset=1.0
# Font gap.
I:fontGap=0
# Space width for system fonts.
# (0:space width specified by the primary font, 1~3:custom width, 4:Minecraft default width)
I:fontSpaceWidth=0
# Align baseline among different fonts.
B:fontAlignBaseline=true
# Target to replace fonts. (0:Exclude special fonts specified by mods, 1:All fonts)
I:fontTargetToReplace=0
# Internal state.
B:fontDetailList=false
# Margin around the glyph image.
I:glyphImageMargin=1
}
global {
# (Experimental) Initialize the mod asynchronously. It reduces initialization processing time.
B:asyncInitialization=true
# Disable font selection GUI only.
B:disableFontSelectionGui=false
# Disable In-Game configuration GUI.
B:disableInGameConfigGui=false
# Enable per-player configuration. (Settings in common category)
B:enablePerPlayerConfig=true
# Paths to font file folder. Default is "<Minecraft folder>/fontfiles"
S:externalFontsPaths <
fontfiles
>
# These font renderer classes use high precision font width.
# Best quality, but width calculation compatibility may slightly decreases
# in other font renderer other than the Minecraft default font renderer.
S:highPrecisionClasses <
net.minecraft.client.gui.FontRenderer
>
# High precision mode for MC standard font renderer is not used if these mods(mod ids) exist.
# This option is useful when there is a text wrapping problem with particular MODs or
# when there is an error in computing the text width.
# This option takes precedence over setMcRendererToHighPrecision option.
S:modsNotUsingHighPrecision <
betterquesting
>
# Minecraft standard font renderer object is always set to high precision even if it is replaced.
B:setMcRendererToHighPrecision=true
# Tweak the texture manager in order to make "Force LERP" function usable.
B:tweakLoadTexture=true
# Tweak the experience level rendering.
B:tweakRenderExperience=true
# Tweak the scaled resolution in order to make "Unlock Large GUI" function usable.
B:tweakScaledResolution=true
# These font renderer classes are not affected by this mod.
S:unaffectedClasses <
malte0811.industrialWires.client.panelmodel.RawModelFontRenderer
>
# These font renderer classes is most high compatibility with vanilla font width calculation,
# but the precision of font width calculation is more poorer than the other precision modes.
S:vanillaPrecisionClasses <
>
# Workaround for the broken font width of a mod. Some mods have an independent font renderer which
# directly refer charWidth/glyphWidth values of a MC standard font renderer in order to get the font
# width values of the Minecraft standard fonts or the resource pack fonts. If this workaround is true,
# charWidth and glyphWidth of the MC standard font renderer keep the font width values of the MC
# standard fonts or the resource pack fonts even if using the platform fonts.
# (ex. MalisisDoors(MalisisCore) needs this workaround.)
B:workaroundKeepOriginalWidthValues=true
# Workaround for transparent texts on a scoreboard.
B:workaroundTransparentScoreboard=true
# Workaround for the issue that Java8 cannot recognize per-user installed fonts properly on Windows 10.
B:workaroundWin10PerUserFontsUnusable=true
# Workaround for wrong GL state in GlStateManager.
# Some mods directly call GL11 method and don't use GlStateManager properly.
# If the color of the transparent part changes or the alpha blending is wrong, try this option.
B:workaroundWrongGlState=true
}
##########################################################################################################
# memory
#--------------------------------------------------------------------------------------------------------#
# The options in this category are related to memory savings.
# By setting options in this category, you can set the memory saving options
# more detailed than the "saveMemory" option.
# You can enable each memory saving function regardless of the "saveMemory" option setting.
# Also, even if set to false, memory options equivalent to or less than the saveMemory value are enabled.
# The saveMemory level of each saving function may be changed with future improvement of functions.
##########################################################################################################
memory {
# Compress glyph images of your platform fonts.
# The memory saving effect of this option is very high.(1/10 or less).
# saveMemory: 1(conservative)
# Side effect: There are almost no side effects.
# It takes just a little extra time to compress/uncompress glyph images.
B:compressImage=false
# Required number of logical CPUs to use "compressImage" function.
# If number of logical CPUs is below this value, compressing images is canceled
# to avoid taking a long time to generate glyph images.
# When 0 is set, there is no limit on the number of CPUs. (Default: 0)
I:compressImageRequiredCPUs=0
# Max temporary working memory size for generating glyph images. [MB]
# More larger max temporary memory allows to use more CPU cores for generating glyph images.
# When 0 is set, there is no limit on max temporary memory usage.
# When -1 is set, a working memory size depends on saveMemory setting. (Default: -1)
# saveMemory: 0(off):no limit, 1(conservative):32[MB], 2(moderate):16[MB]
# Side effect: Depending on the size of the font, the usage of the multi-core CPU is limited
# during generation of the glyph images.
I:maxTempMemForGlyphImgGen=-1
# Generate gray-scale glyph images of your platform fonts instead of ABGR images.
# This reduces memory usage by a quarter.
# saveMemory: 1(conservative)
# Side effect: There are almost no side effects.
# When loading texture, it requires a little additional time
# to convert to ABGR image. After the texture is loaded once,
# there are no side effect after that.
B:useGrayscaleImage=false
}