have a question:
Why do I need a graphic font LuaUI\Fonts\FreeMonoBold_12.png ?
Balanced Аnnihilation - Translate Russian (Руссификация)
Moderator: Moderators
Re: Balanced Аnnihilation - Translate Russian (Руссификация)
We have resources to spare.TikiRU wrote:It will waste resources.KDR_11k wrote:Hm, how difficult would it be to implement translation as a widget?
Re: Balanced Аnnihilation - Translate Russian (Руссификация)
Everything is (should be) UTF-aware means UTF in console & commands are passed as those to glPrint. So there is no need to change any other file than glFont.cpp.abma wrote:i don't know whats needed to make glFont, i guess you need to make glPrint support utf-8 chars.
jk/kloot can be maybe more specific...
The only codes that aren't UTF-aware are the textureatlas generation (in a limited way it already is, so it uses UTF to render the glyphs to the atlas, it just limits the character space to Latin_I) & the final render code. Note, it is less a freetype problem (it doesn't need any modifications of the code there) it is a pure managment & render problem. So it needs a code to load new charspaces at runtime & adding them to the textureatlas, the rest is pure c++.
Re: Balanced Аnnihilation - Translate Russian (Руссификация)
spring 97.0 contains these changes, so next engine release should be compatible to these changes :)