[2.2] Font rendering issues.

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Lax
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[2.2] Font rendering issues.

Post by Lax »

Hi,

I'm using the newest Ogre 2.2 version. In that version the font of MyGUI is rendered faulty. It seems that some rows are missing?
See the attached picture:
http://www.lukas-kalinowski.com/Homepag ... Issues.png

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

To be more precisely, I don't think its a MyGUI Issue, because in the last Ogre2.2 version (one month ago). The font was rendered correctly, I think its a general issue with fonts in Ogre. Has somebody similiar issues?

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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dark_sylinc
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Re: [2.2] Font rendering issues.

Post by dark_sylinc »

If it was working before, you can use git bisect to narrow down the culprit.
Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

I tried bisection, but now I got lots of other errors. My application will not start anymore properly in release mode, but in debug mode it does work.
I have no time to dig deeper. I think I go back to an ealier Ogre version.
Thanks for your help anyway.

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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rujialiu
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Re: [2.2] Font rendering issues.

Post by rujialiu »

Lax wrote: Mon Feb 10, 2020 9:32 pm I tried bisection, but now I got lots of other errors. My application will not start anymore properly in release mode, but in debug mode it does work.
I have no time to dig deeper. I think I go back to an ealier Ogre version.
Thanks for your help anyway.
Are you in master or irradiance-field branch? I'm using irradiance-field in Jan 31 and my MyGUI font doesn't have such issues. Does "going back to earlier version" fixed the problem for you?
Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

Hi,

I used an older version of Ogre and the issue remains. A few months ago I changed my whole Engine/Ogre from x86 architecture to x64 architecture. So maybe It has something todo with 64 bit compile mode. Unfortunately I removed x86 at all because I thought I would never use it again :( .

I will further investigate the issue.

But thanks for your confirmation, that you have no font rendering issues with the newest Ogre version.

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

Ok, I think I'm getting closer to this issue.
The font rendering clipping only occurs in window mode, not in full screen.
I seems that the issues must have something todo with recent Ogre::Window adaptations.
In window mode, I get resolution for MyGUI of 1920x1040 which is used in Ogre2RenderManager::updateRenderInfo

@rujialiu: Could you test your application in window mode, if you encounter the same issue?

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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rujialiu
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Re: [2.2] Font rendering issues.

Post by rujialiu »

Lax wrote: Sun Feb 23, 2020 1:19 pm Ok, I think I'm getting closer to this issue.
The font rendering clipping only occurs in window mode, not in full screen.
I seems that the issues must have something todo with recent Ogre::Window adaptations.
In window mode, I get resolution for MyGUI of 1920x1040 which is used in Ogre2RenderManager::updateRenderInfo

@rujialiu: Could you test your application in window mode, if you encounter the same issue?
We only have window mode so it's working for me... and we're also using x64.

But the resolution 1920x1040 rings a bell to me...1040=1080-40, where 40 is the height of the title bar, right? I THINK the resolution we got is +40, not -40, but I'm not sure now (busy with other stuffs). Could you temporarily change the code to use 1040+80=1120 instead of 1040 and see whether it solves the problem?
Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

I tried your value, but then there is space at the bottom, which is not rendered anymore and the mouse can also be not moved to the bottom anymore.
But thanks for your help anyway.

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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rujialiu
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Re: [2.2] Font rendering issues.

Post by rujialiu »

Lax wrote: Sun Feb 23, 2020 5:04 pm I tried your value, but then there is space at the bottom, which is not rendered anymore and the mouse can also be not moved to the bottom anymore.
But thanks for your help anyway.
Is your UI occupying the whole window or at least whole height? We don't have such window... All of our MyGUI windows are only visible in a small part of the window. Could you try with small MyGUI window (inside your big main window)?
rujialiu
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Re: [2.2] Font rendering issues.

Post by rujialiu »

rujialiu wrote: Mon Feb 24, 2020 2:43 am Is your UI occupying the whole window or at least whole height? We don't have such window... All of our MyGUI windows are only visible in a small part of the window. Could you try with small MyGUI window (inside your big main window)?
The reason behind this is: if your MyGUI window is "maximized", it would grab the height automatically, which MIGHT be INCONSISTENT (i.e. some internal function got 1040, some got 1080). Our MyGUI windows all have custom window sizes, which are consistent.
Lax
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Re: [2.2] Font rendering issues.

Post by Lax »

Hi rujialiu,

I tried several values, but nothing helped. But I now found a solution, which does work for non-fullscreen.
When creating renderwindow, I set the param:

Code: Select all

params.insert(std::make_pair("border", "none"));
That fixes the MyGUI font rendering issues! :D

So it has something todo with the DirectX Window implementation.

What also is strange: I used Ogre::Window "isClosed()" Method in my Gameloop in order to end the loop when the window is closed.
With the newest Ogre2.2 version, my application started and ended immediately, because "isClosed" delivered always true.
I think there are several issues with the window handing. I deactivated that function.

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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rujialiu
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Re: [2.2] Font rendering issues.

Post by rujialiu »

Lax wrote: Mon Feb 24, 2020 6:44 pm I tried several values, but nothing helped. But I now found a solution, which does work for non-fullscreen.
When creating renderwindow, I set the param:
Congratulations!! I never knew that parameter... and I'm not using isClosed()...
Yes, it seems that there are several issues with window handling, according to your experience.