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Dark GDK / Fast AAtext problem

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Lord of the Games
18
Years of Service
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Joined: 27th May 2005
Location: Netherlands
Posted: 13th Feb 2006 10:57
I'm using the AAtext from Sephnroth, in the class from miko. Now it works great and all, until I change the resolution. It won't display any text anymore. I tried CText::InitTextOnce(); again, but nogo.
Again, help is needed.
Thanx in advance.

DarkGameSDK
trying to understand DX...
Smithy
19
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Joined: 8th Dec 2004
Location: Switzerland
Posted: 13th Feb 2006 11:09
I don't know exactly about his class but you should double-check that ::InitTextOnce() WILL update the pointer to the actual d3d-device.

Maybe it helps...

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Lord of the Games
18
Years of Service
User Offline
Joined: 27th May 2005
Location: Netherlands
Posted: 13th Feb 2006 23:09
It does run the function, but the values don't change. I don't know how to check if the pointer is valid, but it doesn't give me bad pointers.

DarkGameSDK
trying to understand DX...
Cloggy
19
Years of Service
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Joined: 31st Oct 2004
Location: Rayleigh, Essex
Posted: 6th Mar 2006 20:28
Sorry for the delayed response, but I've only just noticed the thread.

I wrote the original DBP dll that did AA text and I've just found the problem.

You need to remove the following lines from the SetFont Function


and add the following to the InitText function



This will ensure the sprite used for text drawing is recreated on the new device.

Cheers,

Cloggy

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