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by Julio Jerez » Sun May 12, 2013 8:23 pm
Ok now I make the program read the asset form the bundle. I test by copy the executable to the desktop after it was compiled, and it worked.
now we are down to two pending issues
1-how to unlock the vsync
2-diplay the Font.
Joe, I think the freeType is good, it is small, but it has a big problem.
it is one those libraries that can only be used as DLL. Tha rule out newton since the binaries that I made are static. The source is there.
in the code you posted, how to you make the texture?
In the beginning I was doing the text like that, but the font texture I had was dreadful. the cool thing about freeType is that I made the font at the resolution you want.
therefore it will always be antialias
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Julio Jerez
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by Bird » Sun May 12, 2013 8:43 pm
Great! The build works works fine out of the box now
Still crashing though.
the value of "tmp" on my machine is "Users/Bird/Library/Developer/Xcode/DerivedData/demosSandbox-cbeollrcmbpbeudrchzjlggqlesd/Build/Products/Debug/demosSandbox.app"
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by Bird » Sun May 12, 2013 8:58 pm
Joe, I think the freeType is good, it is small, but it has a big problem.
it is one those libraries that can only be used as DLL
.
Are you sure about that? I haven't used it in a while but I'm pretty sure I've made static libs from it. And I think Ogre used to ship it as static libs as part of their Dependency package.
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by Julio Jerez » Sun May 12, 2013 9:05 pm
Bird what it is crashing now? in the same place?
about freeType, no I am no sure, I read the license and it says a GPL.
I will ask because I believe it is very nice.
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Julio Jerez
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by Julio Jerez » Sun May 12, 2013 9:10 pm
Bird wrote:Still crashing though.
the value of "tmp" on my machine is "Users/Bird/Library/Developer/Xcode/DerivedData/demosSandbox-cbeollrcmbpbeudrchzjlggqlesd/Build/Products/Debug/demosSandbox.app"
Oh I see why is crashed, it is because you have the global path on xcode set to the default which is the user/Library/Developer/xcode. this is why application was no found
it does not matter now because the project copy all the assets to the bundle, so in can run from anywhere in the drive.
did you sync the last time, it should be good now?
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Julio Jerez
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by Bird » Sun May 12, 2013 9:14 pm
Julio Jerez wrote:Bird what it is crashing now? in the same place?
about freeType, no I am no sure, I read the license and it says a GPL.
I will ask because I believe it is very nice.
Yes, it's crashing in the same place. I think the problem is that you're using the windows file structure to get to the media folder. But that won''t work on the Mac because you have the all the media files inside the the demosSandbox.app/Contents/Resources folder.
The FreeType license is BSD AFAIK so you should be able to use it. My experience with FreeType is that is well done but kinda hard to compile
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by Bird » Sun May 12, 2013 9:23 pm
Oh I see why is crashed, it is because you have the global path on xcode set to the default which is the user/Library/Developer/xcode. this is why application was no found
it does not matter now because the project copy all the assets to the bundle, so in can run from anywhere in the drive.
did you sync the last time, it should be good now?
Oops. You're right ... I forgot to sync to the latest version. It's up and running now.
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by JoeJ » Mon May 13, 2013 2:25 am
Julio Jerez wrote:in the code you posted, how to you make the texture?
The Tool from the Link generates the Texture (supersampled). You can choose the pixel size you want, and if it aprox. matches your screen resolution (+/- 50 %) the quality is good.
If you wanna use very small and large letters, you could either use two fonts, or do mipmaps yourself with more blur to avoid small fonts being to sharp.
The other quality issue is kerning - the tool generates default distance values for each charactar but also for special pairs of characters.
I do not use the pairwise information to avoid slowdown - it's good enough for my game to ignore this.
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