t2dTextObject not showing up on iphone or simulator
by Bret Patterson · in iTorque 2D · 05/10/2009 (3:36 pm) · 2 replies
I just recently add t2dTextObjects to all the characters in game and damage messages using t2dTextObjects and they work perfectly on the MAC in iTGB but when I run them on the simulator or on the iphone their invisible. Anyone know of any issues relating to this?
I'm creating everything in C++ code if that matters.
Here's the code I'm using
I'm creating everything in C++ code if that matters.
Here's the code I'm using
t2dVector mountOffset(0,0);
mountOffset.mY -= 0.75;
mDisplayName = new t2dTextObject();
mDisplayName->setVisible(false);
mDisplayName->setFont("Arial Bold");
mDisplayName->removeAllFontSizes();
mDisplayName->addFontSize(36.0);
mDisplayName->setLineHeight(12.0);
mDisplayName->setUsesPhysics(true);
mDisplayName->registerObject();
mOwner->getSceneGraph()->addToScene(mDisplayName);
if (mName == NULL) {
Con::errorf("(%s,%d) mName is null!",__FILE__,__LINE__);
} else {
mDisplayName->setText(mName);
}
t2dVector position = mOwner->getPosition();
position.mY -= mOwner->getHalfSize().mY/2;
//mDisplayName->setPosition(position);
mDisplayName->setVisible(true);
mDisplayName->setBlendColour(ColorF(1.0,1.0,1.0));
mDisplayName->autoSize();
mDisplayName->mount(mOwner,mountOffset, 0.0f, true, true, true, true);About the author
#2
05/11/2009 (11:21 pm)
Good fix. You probably also could have gotten around this by copying over the 36 point font to the project manually.
Torque Owner Bret Patterson
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