From ba16be5aa85e6435490cd2e49625138d8c9ccca4 Mon Sep 17 00:00:00 2001 From: Bodmer Date: Fri, 16 Mar 2018 23:38:05 +0000 Subject: [PATCH] Correct Unicode format reference --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 4a2e96e..b921d3e 100644 --- a/README.md +++ b/README.md @@ -41,7 +41,7 @@ I have made some changes that will be uploaded soon that improves sprite and ima **2. Anti-aliased fonts - done 24/2/18** -I have been experimenting with anti-aliased font files in "vlw" format generated by the free [Processing IDE](https://processing.org/). This IDE can be used to generate font files from your computer's font set and include **any** Unicode characters. This means Greek, Japanese and any other UTF-16 glyphs can be used. +I have been experimenting with anti-aliased font files in "vlw" format generated by the free [Processing IDE](https://processing.org/). This IDE can be used to generate font files from your computer's font set and include **any** 16 bit Unicode characters. This means Greek, Japanese and any other UCS-2 glyphs can be used. Character arrays and Strings in UTF-8 format are supported. It would be possible to compress the vlw font files but the rendering performance to a TFT is still good when storing the font file(s) in SPIFFS.