Hi Peter
 
I tried your patch and did not notice any difference with the text except that the fps was about 25% faster. But then I never had any problems with the text in the first place.
 
However on exiting the program I got the crash error message that has cropped up a few times on past builds.


Barry Gerdes
Beaumont Hills Observatory
S 33' 41' 44"    E 150' 56' 32"



 
> Date: Wed, 30 Jun 2010 21:44:29 +1000
> From: scrupeus@mousley.com.au
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] Font corruption workaround
>
> On 25/06/2010 2:25, Peter Mousley wrote:
> > I've changed to using textures for the labels and it looks good. As a
> > bonus, FPS is 15-20% higher than the 0.10.5 release when lots of labels
> > are visible; it even works well with grid lines on.
> >
> > There is some cleaning up to do and it could be better integrated into
> > StelPainter (for example, all code is lumped together for easy editing
> > at the moment). However, I believe this is ready for others to test and
> > it's not worth spending extra effort at this time. For testing now, I'm
> > not so interested in "the text is upside down", etc. I mainly want to
> > hear from people with existing font corruption problems: Does the text
> > look good? Can you read it now? (Note: If you're forcing OpenGL1,
> > please also test with OpenGL2.) For those without existing problems,
> > does it work for you? Are the frame rates high?
> >
> > Bzr branch is available at:
> > lp:~scrupeus/stellarium/fix-fonts-gltex
> >
> > Fabien/Bogdan - If this is considered okay for testing, could someone
> > post a binary patch? If you don't want to do that, I can host myself
> > (Windows and possibly Linux - not Mac). Either way, once a patch is
> > available, I'll chase up everyone who posted a font-related bug report
> > and get them to test it.
> >
> > Fingers crossed.
> >
> > Peter
> >
>
> Anyone?
>
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