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Hi! I am new to engo, into it these days.
I have been trying to draw a string containing unicode characters: Korean, Chinese, Japanese.
Do I have to implement a new shader for this?
Thanks in advance!
The text was updated successfully, but these errors were encountered:
The font shader should be able to handle it, but right now it's limited to the first 200 glyphs from the font here. This is so that generating a font atlas happens quickly and gets everything you need, but also because I've never taken the time to use fonts containing those characters. I think the easiest fix would be to allow users to set the number of Glyphs used, and have it default to 200 if they don't.
I solved the problem by increasing UnicodeCap according to your advice. But, the solution seems inefficient way because the font makes the big font atlas starting from index 0. I think I will have to find more efficient way to support multiple languages.
Yeah I'm thinking of adding to fonts a []int that will let you decide which code points are used. If empty it'll do 0-200 for backwards compatibility. I think this is best because then if you only need 8 characters it'll only make 8 characters and not waste memory on the other ones.
Hi! I am new to engo, into it these days.
I have been trying to draw a string containing unicode characters: Korean, Chinese, Japanese.
Do I have to implement a new shader for this?
Thanks in advance!
The text was updated successfully, but these errors were encountered: