barc65 Posted March 17, 2015 Report Share Posted March 17, 2015 Hi,I'm trying to play 0ad on my Nvidia Jetson-TK1 board. With Tegra-K1 SoC running Debian Sid with last driver from nvidia L4T 21.3.See attached file... Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 17, 2015 Report Share Posted March 17, 2015 It's strange that some work and some don't. Our fonts are actually textures (see http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/mod/fonts), and regions of these textures are just used to make a text. We use PNG textures in the SVN version, but these get converted to a dds for distribution (and also for rendering). So it would be interesting to know if you use the SVN data, or the distributed data. It would be interesting to know which fonts work, and which don't. Maybe the problem starts when the files reach a certain size. This is the XML file defining the start-page: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/pregame/mainmenu.xml Could you modify it a bit, and test with different fonts? Quote Link to comment Share on other sites More sharing options...
barc65 Posted March 17, 2015 Author Report Share Posted March 17, 2015 I'm using the svn version.I'll try to change the font this evening.Thanks for your help. Quote Link to comment Share on other sites More sharing options...
barc65 Posted March 17, 2015 Author Report Share Posted March 17, 2015 Finally i've got the time to try all fonts.sans-stroke 12, 13, 14 and 16 work perfectly.sans-bold-stroke 12, 13, 14 work but not 16none of sans and sans-bold workmono-10 doesn't workmono-stroke-10 work Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 17, 2015 Report Share Posted March 17, 2015 I don't have sans-bold-stroke 16, so I don't think that exists.But I think I found the issue, and it's not an ARM issue. It looks like you're able to render all stroked fonts, and these are exactly the fonts that are rendered in the RGBA colour space. The non-stroked fonts are rendered in greyscale (to save memory). You can see it in the fontbuilder: http://trac.wildfiregames.com/browser/ps/trunk/source/tools/fontbuilder2/fontbuilder.py (see the font list at the bottom)So there would at least be a rather simple workaround for the fonts: build all fonts in RGBA. This is as simple as adding "colour":True to line 189, and rebuilding the fonts.But that's not even needed. Ben / Historic_Bruno changed something to texture handling recently: http://trac.wildfiregames.com/changeset/16439And what do we see now? Everyone with an existing installation will not have a problem (because the png textures are cached to dds), but everyone with a new installation will see broken greyscale fonts So I guess I'll ask Ben to fix it. It won't take long before we get new complaints.Thanks for the report. Quote Link to comment Share on other sites More sharing options...
barc65 Posted March 17, 2015 Author Report Share Posted March 17, 2015 As you can see behind, there's "stroke" fonts in my installation ;-)The problem is now resolved with your little patch. Thanks very much for your support.jetson% python fontbuilder.pymono-10...mono-stroke-10...sans-9...sans-10...sans-12...sans-13...sans-14...sans-16...sans-bold-12...sans-bold-13...sans-bold-14...sans-bold-16...sans-bold-18...sans-bold-20...sans-bold-22...sans-bold-24...sans-stroke-12...sans-bold-stroke-12...sans-stroke-13...sans-bold-stroke-13...sans-stroke-14...sans-bold-stroke-14...sans-stroke-16... Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 17, 2015 Report Share Posted March 17, 2015 When Ben comes online, and fixes this stuff, you won't even need that small patch. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 18, 2015 Report Share Posted March 18, 2015 Thanks for troubleshooting that, Sander I had wrongly assumed that all the textures were handled the same way, but fonts are a strange exception. I don't know why the texture type is stored in the metadata instead of using the properties from the PNG image. One solution is to not convert all grayscale images to RGB (fonts might be the only such textures we have now), which I added as a workaround for grayscale PNG loading, but now that I test, #1640 no longer occurs for me. I'll continue testing. Quote Link to comment Share on other sites More sharing options...
barc65 Posted March 18, 2015 Author Report Share Posted March 18, 2015 Nice, i can play now!Thanks for your support and for making this cool game :-) 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 19, 2015 Report Share Posted March 19, 2015 Should be fixed in r16449. You may need to clear the game's cache after reverting to the original fonts (if so, see GameDataPaths). Sorry for the inconvenience! Quote Link to comment Share on other sites More sharing options...
barc65 Posted March 19, 2015 Author Report Share Posted March 19, 2015 No problem. Quote Link to comment Share on other sites More sharing options...
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