Add the found bugs here
Add the found bugs here
Amnoxx
Oh, and this code appears to be an approximate replacement for return(random() & 0x01);
Phoenix Wiki
http://www.phoenixlib.net/
Phoenix Forum
http://www.pascalgamedevelopment.com/viewforum.php?f=71
The routine involving fonts, they needed to be modified in GLXFont.pas:
//---------------------------------------------------------------------------
procedure TGLXFontItem.TextOut(X, Y, Z: Integer; Text: String);
var RenderState: TGLXRenderState;
begin
if (Text = '') then Exit;
SetCurrentColor;
IF FFontType = ftSystem then begin
RenderState:= GLXDraw.RenderState;
GLXDraw.RenderState:=rs2D;
TextOutSystem (Base, X,Y-Font.Height , Text);
GLXDraw.RenderState:=RenderState
end else
IF FFontType = ftOutline then begin
RenderState:= GLXDraw.RenderState;
GLXDraw.RenderState:=rs3D;
TextOutOutline(Base, X,Y ,Z, Text);
GLXDraw.RenderState:=RenderState
end;
glColor3f(1.0, 1.0, 1.0);
end;
Okey, i'm however planning on rebuilding the font component so it uses bitmap fonts instead, the system fonts used now doesn't rezise properly when the surfacewidth and surfaceheight is changed.
Amnoxx
Oh, and this code appears to be an approximate replacement for return(random() & 0x01);
Phoenix Wiki
http://www.phoenixlib.net/
Phoenix Forum
http://www.pascalgamedevelopment.com/viewforum.php?f=71
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