Closed NaitLee closed 8 months ago
Probably it worked when implemented, but I expect the newer font features and more generic rendering paths aren't compatible. For saving font memory in VRAM there's r_font_compress
which still works.
I removed the last bits f0f6982297b24bf60c35503f705a11d83a549cfe
As the developer of #67 I had to deal with the
r_font_use_alphatexture
thing appeared inft2.c
. Workarounds like this are considered (before testing and finding out this true issue) but didn’t rescue this fact —After searching around I’ve found that this commit in master cause the configuration
r_font_use_alphatexture 1
to segfault the game, and probably also caused #66.That commit is from 2018 and so far no relative hassles have been reported, that further explains that this “feature” isn’t used.
For the ease of code maintenance (and #67) it’s suggested to remove it just like #66.
Other notes:
r_font_use_alphatexture 1
can work in div0-stable branch for not including this commit, but it shows only black text (rather than white & shadowed). You can see it easily by launching xonotic 0.8.5 with this as parameter:$ ./xonotic-linux64-sdl +r_font_use_alphatexture 1
5a126af930cb0f3c66b3065218d939d4bbacb613
), the game can start withr_font_use_alphatexture 1
but glyphs are all white squares, also considered brokengit checkout
to these branches/commits and compile to test all these out