BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it can properly draw the framerate and profile display.
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@ -88,6 +88,8 @@ extern "C"
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#include "BLF_translation.h"
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#include "BLF_translation.h"
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extern int datatoc_bfont_ttf_size;
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extern int datatoc_bfont_ttf_size;
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extern char datatoc_bfont_ttf[];
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extern char datatoc_bfont_ttf[];
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extern int datatoc_bmonofont_ttf_size;
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extern char datatoc_bmonofont_ttf[];
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@ -475,6 +477,8 @@ int main(int argc, char** argv)
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BLF_lang_set("");
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BLF_lang_set("");
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BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
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BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
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if (blf_mono_font == -1)
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blf_mono_font = BLF_load_mem_unique("monospace", (unsigned char*)datatoc_bmonofont_ttf, datatoc_bmonofont_ttf_size);
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// Parse command line options
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// Parse command line options
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#if defined(DEBUG)
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#if defined(DEBUG)
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@ -1498,17 +1498,13 @@ void RAS_OpenGLRasterizer::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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BLF_size(blf_mono_font, 11, 72);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
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BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
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BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
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}
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glColor3ub(255, 255, 255);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);
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} else {
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/* the actual drawing */
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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glColor3ub(255, 255, 255);
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BLF_size(blf_mono_font, 11, 72);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
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BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
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}
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopMatrix();
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