TSE: Font bug
by Stefan Lundmark · in Torque Game Engine Advanced · 06/06/2004 (2:35 pm) · 9 replies
Quote:Error creating font: Arial Bold 16
Fatal-ISV: (C:\torque\tse\tse\engine\gfx\bitmapPng.cpp @ 84) Error reading PNG file:
This get's written in the console.log when I tried to execute the Release build of the TSE demo. Nothing changed.
Edit: Of course the demo won't start.
About the author
#2
06/06/2004 (9:02 pm)
Doing a get clean might help you.
#3
Anyway, I replaced the "cache" folder in TSE/ui with the one from TGE. Works.
06/07/2004 (12:21 am)
Uhm, I downloaded it trough CVS and compiled, ain't that pretty clean?Anyway, I replaced the "cache" folder in TSE/ui with the one from TGE. Works.
#4
06/07/2004 (8:12 am)
Sometimes CVS will hose itself, and the easiest way to fix it is to just redownload the whole thing.
#5
06/07/2004 (4:03 pm)
I had exactly the same problem for this font. Indeed, this bug is cause but something else. It did not find aby glyph and before checking the number of glygh it will try to allocate a bitmap with height of 0. I have corrected the file GFont.cpp and WinFont.cpp to handle nicely this case and select a default font (just move the test for the glyph). BTW, I have change the bitmpa creation to never allocate an array of size 0.
#6
06/07/2004 (5:43 pm)
Frank, can you email me your updates? There's also a crash error that has something to do with fonts if you try to run release build copies of the TSE at the same time. I haven't had time to look at it yet, but it could be related.
#7
06/07/2004 (9:40 pm)
I am in office at the moment (working in a japanese company these days); so I will email you the files tonight when I'm back home, ok?
#8
06/08/2004 (5:49 am)
Email sent. BTW, there is a side problem as I do not take into account the data set with insertBitmap if the size of bitmap is 0. As I'm currently looking for my 'serious' bug (see other post on problem with visual); I did not fix that one.
#9
It was crashing in the font area because it couldn't find the font cache directory because ui/defaultProfiles.cs was not loaded -- because createCanvas() failed.
If any of you are still having problems, you might want to check into createCanvas().
06/08/2004 (5:46 pm)
I've checked in Franks changes. I also looked into the problem where TSE was crashing when 2 Release build instances were being run at the same time. I fixed that problem - it was not creating the canvas. It was crashing in the font area because it couldn't find the font cache directory because ui/defaultProfiles.cs was not loaded -- because createCanvas() failed.
If any of you are still having problems, you might want to check into createCanvas().
Torque Owner Westy
Have you tried delting the PNG and updating?