Closed mallanmba closed 7 years ago
I was unable to reproduce the issue shown in the screenshot on either Windows or Linux, however it looks like it could be a depth problem. The characters' positions appear the same and the black looks like it bleeds over the previous character, as it is drawn left to right. I updated the texture renderer to choose a resolution independent of the camera size to fix an unrelated bug in resizable windows and added an explicit depth request. I am hoping this will address the issue on your hardware.
The update issue turned out to be due to placing the setText(...) call inside of the draw loop. Standin's purpose is to eliminate unnecessary draws, thus it was skipping the setText calls unless forced to draw by a resize or mouseover, etc.
When setUseStandin() is set to true, text becomes garbled. Also, when setText() is called on a label, the updated content is not shown until an update is forced (e.g. resizing frame)