Font Cache Question
by Mark Dynna · in Torque Game Engine Advanced · 04/22/2008 (12:25 pm) · 2 replies
I've never really worried about the Font Cache when working with Torque before, but suddenly I have a couple different code bases that are having problems which I believe is related to the font cache.
I have a GUI that uses a custom Profile that has defined a different font for that control. It's nothing really fancy, just Arial Bold at 22 point, and white text. However, on some of the computers that run the build it seems to not find that Profile and reverts back to GuiDefaultProfile, which is bad because that uses black text and the GUI has a black background.
I have gotten it to work on my development machine, so I'm wondering what's the best approach for ensuring that the font renders correctly on all client machines? Should the UFT file for that font be distributed to everyone in the font cache, or is it better to distribute the game with the font cache empty and allow the target machine to generate it?
I have a GUI that uses a custom Profile that has defined a different font for that control. It's nothing really fancy, just Arial Bold at 22 point, and white text. However, on some of the computers that run the build it seems to not find that Profile and reverts back to GuiDefaultProfile, which is bad because that uses black text and the GUI has a black background.
I have gotten it to work on my development machine, so I'm wondering what's the best approach for ensuring that the font renders correctly on all client machines? Should the UFT file for that font be distributed to everyone in the font cache, or is it better to distribute the game with the font cache empty and allow the target machine to generate it?
Torque Owner Erik Madison