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Font rendered as white boxes about axmol HOT 10 CLOSED

j-jorge avatar j-jorge commented on August 13, 2024
Font rendered as white boxes

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Comments (10)

j-jorge avatar j-jorge commented on August 13, 2024 1

Hey, I have good news :) My build directory was in a bad shape and the shaders from Axmol v2.1.0 were used, instead of the new ones. Everything works after proper clean-up and fix-up on my side. My apologies, and sorry for the noise.

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halx99 avatar halx99 commented on August 13, 2024

Download cpp-test apk https://github.com/axmolengine/axmol/actions/runs/9623334152/artifacts/1627192539 and run on your device check 31:Node: Label -New API/32, does it have same issue on your device?

on my device, works fine

image

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j-jorge avatar j-jorge commented on August 13, 2024

This one works as expected. Was there a fix between the faulty commit and this build? or is it a problem on my side?

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j-jorge avatar j-jorge commented on August 13, 2024

I still have the issue on the current dev branch, so I guess the problem is in my compilation flags.

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halx99 avatar halx99 commented on August 13, 2024

not sure, by default the github ci also build apk with AX_GLES_PROFILE=200

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halx99 avatar halx99 commented on August 13, 2024

I can't reproduce with your code

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j-jorge avatar j-jorge commented on August 13, 2024

I am closing this issue since it seems to be an issue on my side. I'll come back to it if I find something useful for Axmol. Thanks.

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smilediver avatar smilediver commented on August 13, 2024

Any errors in console? Try checking what kind of texture is being used for that configuration (is it simple alpha mask or SDF?) and which shader. And then check if the shader matches texture type, and if the final shader in the apk is correct.

Also, does your project build and run on other platforms? Could you check if those work correctly?

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j-jorge avatar j-jorge commented on August 13, 2024

There are no error in the logs and the shader seems to be correct (label_normal.frag and positionTextureColor.vert). I don't get what could be wrong. If I set a transparent outline to use label_outline.frag then the rendering is ok, yet the code from this shader, when effectType == 0, is almost exactly the code from the former.

I managed to get the correct rendering by patching line 1299 of Label.cpp, changing the last argument from true to false.

setFontAtlas(newAtlas, _fontConfig.distanceFieldEnabled, /* useA8Shader = */ false);

I don't know why there is no problem in CppTests though. Anyway, since the intent of commit 74612ef is to remove deprecated pixel formats, including A8, does it make sense to keep Label::_useA8Shader?

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halx99 avatar halx99 commented on August 13, 2024

reproduce sample please, I use your code not cpp-tests, also cann't reproduce

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