Corrected bug on spritefont loading

This commit is contained in:
raysan5 2015-12-03 13:44:45 +01:00
parent a6f5a0339a
commit 85908befea

View File

@ -240,20 +240,25 @@ SpriteFont LoadSpriteFont(const char *fileName)
else
{
Image image = LoadImage(fileName);
if (image.data != NULL)
{
// Process bitmap font pixel data to get characters measures
// spriteFont chars data is filled inside the function and memory is allocated!
int numChars = ParseImageData(image, &spriteFont.charValues, &spriteFont.charRecs);
#if defined(PLATFORM_WEB)
ImageToPOT(&image, MAGENTA);
#endif
// Process bitmap font pixel data to get characters measures
// spriteFont chars data is filled inside the function and memory is allocated!
int numChars = ParseImageData(image, &spriteFont.charValues, &spriteFont.charRecs);
TraceLog(DEBUG, "[%s] SpriteFont data parsed correctly", fileName);
TraceLog(DEBUG, "[%s] SpriteFont num chars detected: %i", fileName, numChars);
TraceLog(DEBUG, "[%s] SpriteFont data parsed correctly", fileName);
TraceLog(DEBUG, "[%s] SpriteFont num chars detected: %i", fileName, numChars);
spriteFont.numChars = numChars;
spriteFont.texture = LoadTextureFromImage(image); // Convert loaded image to OpenGL texture
spriteFont.size = spriteFont.charRecs[0].height;
spriteFont.numChars = numChars;
spriteFont.texture = LoadTextureFromImage(image); // Convert loaded image to OpenGL texture
spriteFont.size = spriteFont.charRecs[0].height;
}
else
{
TraceLog(WARNING, "[%s] SpriteFont could not be loaded, using default font", fileName, numChars);
spriteFont = GetDefaultFont();
}
UnloadImage(image);
}
@ -545,7 +550,9 @@ static SpriteFont LoadRBMF(const char *fileName)
if (rbmfFile == NULL)
{
TraceLog(WARNING, "[%s] rBMF font file could not be opened", fileName);
TraceLog(WARNING, "[%s] rBMF font file could not be opened, using default font", fileName);
spriteFont = GetDefaultFont();
}
else
{