diff --git a/GlitchyEngine/src/Renderer/Text/FontRenderer.bf b/GlitchyEngine/src/Renderer/Text/FontRenderer.bf index 0725cde..8bd2934 100644 --- a/GlitchyEngine/src/Renderer/Text/FontRenderer.bf +++ b/GlitchyEngine/src/Renderer/Text/FontRenderer.bf @@ -61,8 +61,8 @@ namespace GlitchyEngine.Renderer.Text List atlasses = scope .(); - // freetype identifies glyphs using utf32 (which makes sense), so we enumerate the text as char32 - for(char32 char in String.UTF8Enumerator(text, 0, text.Length)) + // enumerate through the unicode codepoints + for(char32 char in text.DecodedChars) { if(char == '\n') { diff --git a/Sandbox/BeefProj.toml b/Sandbox/BeefProj.toml index 004aa4a..44941ce 100644 --- a/Sandbox/BeefProj.toml +++ b/Sandbox/BeefProj.toml @@ -5,7 +5,7 @@ Dependencies = {GlitchyEngine = "*", corlib = "*", LodePng = "*"} Name = "Sandbox" TargetType = "BeefGUIApplication" StartupObject = "GlitchyEngine.Program" -ProcessorMacros = ["!SANDBOX_2D"] +ProcessorMacros = ["SANDBOX_2D"] [Configs.Debug.Win64] CLibType = "DynamicDebug" diff --git a/Sandbox/src/SandboxApp2D.bf b/Sandbox/src/SandboxApp2D.bf index ec35adc..7e7468b 100644 --- a/Sandbox/src/SandboxApp2D.bf +++ b/Sandbox/src/SandboxApp2D.bf @@ -136,7 +136,7 @@ namespace Sandbox Font fonty ~ _.ReleaseRef(); - VertexLayout layout ~ delete _; + VertexLayout layout ~ _?.ReleaseRef(); GeometryBinding quadBinding ~ _?.ReleaseRef(); @@ -308,6 +308,7 @@ namespace Sandbox Renderer2D.End(); */ + _alphaBlendState.Bind(); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height)); diff --git a/Sandbox/test.txt b/Sandbox/test.txt index 3744c27..83fa6af 100644 --- a/Sandbox/test.txt +++ b/Sandbox/test.txt @@ -3,3 +3,4 @@ Mir geht es gut, danke der Nachfrage. Wie geht es dir? 順調に進んでいますし、何よりもエンジンがやっと文字を表示できるようになりました。 ÄÖÜüöäßÉéáÁèÈÀàâÊ💕❤ λ≙Ω⨁μ×∞ +🤦🏿‍♀️