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AppGameKit Classic Chat / Messed up graphics on iPad but not on PC

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MobileCreator
12
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Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 16th Sep 2011 06:21
Using the Run and Broadcast, I'm basically running the same application on both windows and iPad. The PC shows my font perfectly fine, but the iPad shows it all messed up.

Here is the good image:



and here the bad one:



Any idea why is this happening?

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Paulo
http://www.mobilecreators.com
Rich Dersheimer
AGK Developer
14
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Joined: 1st Jul 2009
Location: Inside the box
Posted: 16th Sep 2011 07:30
This has been reported as a bug, and will certainly be fixed.

In the meantime, I think the workaround is to make sure your images are powers of two in size.

So... how big is your font image?

MobileCreator
12
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Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 18th Sep 2011 04:14
Hi Rich,

my image has a weird size 844x438 because I was trying to follow the rule of width with multiple of 16, etc...

I didn't have a chance to change the size to be power of 2, but after reading your answer I remembered this has been discussed here...


I'll change it properly.

Thanks!

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Paulo
http://www.mobilecreators.com
MobileCreator
12
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Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 19th Sep 2011 15:29
Hi,

Maybe a silly question, but I'm gonna ask anyway.

The font has other rules, like width multiple of 16, etc... To make it work as workaround, you suggested do the image power of 2, but at the end, I have to meet both rules right? I mean,the whole image power of two and each letter with the size suggested, right?

thanks

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Paulo
http://www.mobilecreators.com
Hubdule
21
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Joined: 3rd Sep 2002
Location: Gundelsheim
Posted: 19th Sep 2011 15:54
Have you tested creating a font with this: http://forum.thegamecreators.com/?m=forum_view&t=189225&b=41 ?

Does it work?

Cliff Mellangard 3DEGS
Developer
18
Years of Service
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Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Sep 2011 18:14
I dont know about the ipad?

But there is some mobile devices and pads that screws images upp if its larger then 512x512.

When doing your images try to have the same size in width and height.

I remember this from my experiments in android java as it whas reported alot there form other devs.

Its the more powerfull and newer devices that you can use larger textures on.

Some devices where larger textures and images worked on became extremely slow when using images larger then 512x512.

cheers.
Rich Dersheimer
AGK Developer
14
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 19th Sep 2011 18:18
If you are using a fixed-width font, the rules about character size should be followed. If you are using a variable-width font and a subimages.txt file that describes the location and size of each character, then I think you only need to worry about the final graphic being powers-of-two.

I think that's the way it works...

MobileCreator
12
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Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 20th Sep 2011 04:32
Thanks for all replies. To be honest I didn't know about the text file, so I had resized my image without updating the file.

Using the suggested font creator is hard because the resulting file is never power-of-two.

I could get it working (with some flaws) using the AppGameKit FontForge instead. It keeps the size power of two, but the resulting characters are not perfect.

It is doing the job for now.

Thanks!

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Paulo
http://www.mobilecreators.com
MobileCreator
12
Years of Service
User Offline
Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 20th Sep 2011 04:51
Just to confirm, I fixed the text file manually (ugh!) and now I have the font working on iPad. The file now is power of two, but the FontForge created the text file a little off, so I had to fix it.

Perfect for now


Thanks again

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Paulo
http://www.mobilecreators.com

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