I just remembered that there is a performance issue with stretching too, don't forget.

I'm not really in favour of splitting font files (ok, that was an understatement but I'm looking for less work, not more

Just me tuppence..
/mmixLinus
Moderators: CEGUI MVP, CEGUI Team
CrazyEddie wrote:I looked into what I thought would be the best way to do this mod this morning, and decided that I could implement it easier than I could try to explain itI've 99% finished that, and later will either commit it, or post a patch here for others to try out first - not decided yet.
CE.
CrazyEddie wrote:Some additional testing has shown some issues with this modification - so if you're experiencing those issues, you'll have to bear with me until they get fixed
Montred wrote:Ok, just wondering if there was a general problem with fonts that needed addressing while I was at it
Montred wrote:The only problem I see right now with the way fonts are handled is that in a multiplayer game somebody could craft a 256 characters chat message that would contain a glyph from every page. This could cause a 5 seconds delay or something like that (no idea, haven't measured it.)
Montred wrote:Do you think a different system where glyphs are added on demand on an individual basis be feasible?
CrazyEddie wrote:Also, I will add that fonts do (or may) use video memory - the glyphs are eventually all rendered to textures, so if the textures containing those glyphs are in video memory, then exhausting video memory is theoretically possible.
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