- forgot to do this... belongs to commit with text:

bug fix: in background render, the default builtin font was not
  activated for rendering when other fonts were packed too.
This commit is contained in:
Ton Roosendaal 2003-11-25 18:14:00 +00:00
parent af12043677
commit 595e0e51fd

@ -52,8 +52,10 @@
#include "BKE_utildefines.h"
#include "BKE_blender.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_packedFile.h"
#include "BKE_scene.h"
#include "BIF_gl.h"
@ -84,6 +86,7 @@
#include "mydevice.h"
#include "render.h"
#include "nla.h"
#include "datatoc.h"
/* for passing information between creator and gameengine */
#include "SYS_System.h"
@ -312,8 +315,10 @@ int main(int argc, char **argv)
/* for all platforms, even windos has it! */
if(G.background) signal(SIGINT, blender_esc); /* ctrl c out bg render */
RE_init_render_data(); /* must be called here because R.winpos from default file */
/* background render uses this font too */
BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
/* must be called here because R.winpos from default file */
RE_init_render_data();
if(G.background==0) {
for(a=1; a<argc; a++) {