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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by mabdelouahab on Today at 05:35:11 AM »
windows 8.1 x64
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by TimoVJL on Today at 05:16:07 AM »
Windows 8.1 don't render svg.
Window 7 don't render Color fonts, so blank window.

That link was from year 2012 and last update for segoeui is 2018-05-11 in my Windows 7 PC.
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by AW on Today at 04:29:49 AM »
All right, I made a simple Direct2D application and now it will work for everybody with Windows 10 and Windows 8.1 (I tested in a virtual machine). It will not render in Windows 7 because Windows 7 does not have the Segoe UI Emoji font by default, I don't know if installing it will solve. I am curious to see but I am lazy to try.

Windows 10:


Windows 8.1 (lots of characters missing  :():


Well, I have done it C. I will post the source code when I convert to ASM. It is small and easy to convert but I can't tell when I will do it.
So, for now I only leave the .exe.
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Pelle's C compiler and tools / Re: Tiny Lousy (TL) programs
« Last post by TimoVJL on Today at 02:34:37 AM »
Hi Michael,
I haven't done any handler for resources/pictures to that browser component.
In top of todo-list are xhtml to rtf formatting issues, help history, some new help issues ...
TLWHViewRE utf8 handlings needs some work ...
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Pelle's C compiler and tools / Re: Tiny Lousy (TL) programs
« Last post by Mikl__ on Today at 01:57:57 AM »
Hi, Timo!
Cyrillic characters are displayed correctly. It is not clear why pictures are not displayed. Come to our site wasm.in This is a old site wasm.ru, we have a branch WASM.ENGLISH on the site for English-speaking users
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by AW on October 21, 2018, 10:49:28 PM »
Many notebooks have 2 graphics cards in order to save energy with a low-end graphics card good enough for most tasks, and you will have to run the Nvidia configuration to associate a high-performance graphics software with the Nvidia card. This may be a reason.
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by mabdelouahab on October 21, 2018, 05:16:04 PM »
@mabdelouahab
It is a bit demanding in hardware, I have the same problem if testing from a virtual machine.
I don't think so.
This is a test of D3D11 / hardware (windows 8.1 x64)
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by AW on October 21, 2018, 04:12:53 PM »
@Felipe
Direct2D/DirectWrite can't be used directly with D3D 11. Yes, it is the way Microsoft recommends to write text but it needs to be used with a D3D 10.1 device and swap when rendering. I believe this is the root of the problems. When I can I will see if I can make a simpler text writing example not involving D3D.
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by felipe on October 21, 2018, 04:30:05 AM »
Looks like another good work  :icon14:, unfortunately i got the direct3d initialization failed probably because i have not installed anything related to directx 11... :redface:
Thanks for sharing...  :t
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Game Development / Re: 64-bit DirectX 11 - Part 4 - Color Fonts
« Last post by AW on October 21, 2018, 01:02:40 AM »
@Hutch,
Well spotted (it helps being a photographer also).  :bgrin:

@Timo,
Yeah, I have included Unicode version 8,9 and 10 characters which are not recognized in Windows 8.1  :(

@mabdelouahab
It is a bit demanding in hardware, I have the same problem if testing from a virtual machine.
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