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In XNA you have to define the font size as part of spritefont file. This consumes a lot of time during compilation and makes the package larger.
See if there's a way to dynamically scale fonts during runtime that will look properly and save this hussle.
The text was updated successfully, but these errors were encountered:
In XNA you have to define the font size as part of spritefont file. This consumes a lot of time during compilation and makes the package larger.
See if there's a way to dynamically scale fonts during runtime that will look properly and save this hussle.
The text was updated successfully, but these errors were encountered: