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Not Reading Font Cache + Fix

by Jon Wilsdon · in Torque Game Engine Advanced · 02/20/2006 (9:53 am) · 2 replies

I noticed that in TSE the engine was ignoring the cached UFT files. Perusing this thread made me look to see which function uft was being registered with. The constructNewFont(Stream& stream) function in gNewFont.cpp is there, it is just all commented out. If you uncomment that function and get rid of that last return NULL; then TSE will read the fonts from the cache files just fine.

#1
04/13/2006 (7:34 am)
Just to follow up, in the M3 release the constructNewFont is uncommented by default. This shouldn't be a problem any more.
#2
07/10/2006 (9:54 am)
Thanks for the follow-up, Jon!