Yordanis Gómez Finalé

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  • Comment: Fonts and extended characters

    Also remember that correy's comment: ----------------------------- Please try this for me. In GFont.cpp in the GFont() constructor, add this line before m_texture is created: fontSettings.interpolateMode = Texture::BILINEAR_NO_MIPMAP; Re-build G3D and try to run your example. corey ----------------------------- I did what corey said and it work fine in the bad...

    2008-08-30 15:54:22 UTC in G3D Innovation Engine

  • Comment: Fonts and extended characters

    === Good Machine: ========================================== Application Log Start: Fri Aug 29 18:57:25 2008 _____________________________________________________ ### Initialization ### numTextureCoords = 8 numTextures = 8 numTextureUnits = 8 glGet(GL_MAX_TEXTURE_UNITS_ARB) = 8...

    2008-08-30 15:43:51 UTC in G3D Innovation Engine

  • Comment: Fonts and extended characters

    Hi, >>Can anyone reproduce this yet? With 7.1? I just download the G3D 7.01-b01, an I reproduce the bug (with the default texture settings in GFont), that was with 1.4.0 OpenGL Version. I also ran the demo with 2.0.6645 OpenGL Version in other PC an it ran OK, with no error. Thanks, Yordanis.

    2008-08-29 23:10:50 UTC in G3D Innovation Engine

  • Fonts and extended characters

    With the exception of the 'console-small.fnt', the other fonts (the .fnt files) looks bad when you render extended characters in a certain size (eg. if you test GFont::render2D with a size value smaller than 30, any extended character render it bad)

    2008-02-22 16:45:32 UTC in G3D Innovation Engine

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