Closed GoogleCodeExporter closed 9 years ago
Glad to hear you like Angel!
There are two issues here, and I'll take the second one first.
OpenGL doesn't guarantee pixel-perfect rendering on any platform, and counting
on polygon edges lining up precisely based on floating point positions is a
dicey proposition. Consider adding borders or overlap to your actors to cover
those seams. (This issue is not something we really have control over, so I'll
consider this bug to be about non-ASCII text from here on out.)
As for the text issue:
Oh man. The unfortunate answer right now is "no, Angel does not support Chinese
text." The good news is that the underlying text rendering library (FTGL) seems
to support Unicode just fine, so it wouldn't be impossible to add this support.
I'm going to track this as a feature request, and add better text support in
the next release. This won't make 3.0, but is a good candidate for 3.1,
provided there aren't too many bug-fixes needed for 3.0.
Thanks, and good luck with your game!
Original comment by lieseg...@gmail.com
on 14 Apr 2011 at 12:18
I am really glad to hear that. When will ver3.0 be released? I am so excited!
And is GUI added to the ver3.0 or in the plan of ver3.1?
Original comment by sinclo...@gmail.com
on 16 Apr 2011 at 12:36
3.0 is on the horizon -- within a few weeks. Hard to say when 3.1 will show up
-- real-life projects must take precedence. :-)
No plans for a GUI -- Angel is strictly focused on the OpenGL game context.
Original comment by lieseg...@gmail.com
on 16 Apr 2011 at 2:10
[deleted comment]
you can use the following function to convert string to wstring before FTGL’s
render function be called. FTGL’s render function accept a wchar_t pointer,
and it work well with Chinese text.
but this function will change the locale setting,include the keyboard layout.
So the glfw's input can't work fine,but "A" - "Z" and "0" - "9" still work.
Even I change the locale setting back to classic after call this function,this
problem still there.
Original comment by msk12345@gmail.com
on 20 Apr 2011 at 6:57
Attachments:
Yeah, as you've found, it's not a trivial problem. :-) Most likely will end up
having a separate kind of TextActor that deals with wide strings, and have you
commit to a locale/encoding at startup.
Original comment by lieseg...@gmail.com
on 20 Apr 2011 at 10:26
“have you commit to a locale/encoding at startup.”
Pardon me for not understand what you mean. My English is not good enough. :-P
I do nothing about locale/encoding both in IDE and program, except the function.
Original comment by msk12345@gmail.com
on 20 Apr 2011 at 12:14
I know why some keys don't work.
In function InputManager::IsKeyDown,there have a
"toupper()"(InputManager.cpp,line 334).In Chinese locale set,it also change the
value except for printable keys! So I guess it's better that check whether the
key is a lowwer letter before call the "toupper" function.
Original comment by msk12345@gmail.com
on 3 May 2011 at 1:52
BTW,my platform is Windows 7 x64, IDE is Visual Studio 2008
Original comment by msk12345@gmail.com
on 3 May 2011 at 2:06
is this problem fixed in now subversion source code ?
Original comment by zsp...@gmail.com
on 10 Dec 2012 at 6:00
Issue 74 has been merged into this issue.
Original comment by lieseg...@gmail.com
on 28 Sep 2013 at 6:11
Renaming to account for more general refactor that needs to happen.
Original comment by lieseg...@gmail.com
on 28 Sep 2013 at 6:12
Done in Angel4
Original comment by lieseg...@gmail.com
on 7 Feb 2014 at 5:57
Original comment by lieseg...@gmail.com
on 7 Feb 2014 at 5:57
Original issue reported on code.google.com by
sinclo...@gmail.com
on 13 Apr 2011 at 2:04