Fix font saving and rendering

feature-saving
Andrew Cassidy 4 years ago
parent c9853049c5
commit d31576fb0b

@ -94,12 +94,24 @@ namespace ConformalDecals {
public override void OnLoad(ConfigNode node) {
base.OnLoad(node);
text = WebUtility.UrlDecode(ParseUtil.ParseString(node, "text"));
font = DecalConfig.GetFont(ParseUtil.ParseString(node, "font", true, "Calibri SDF"));
string textRaw = "";
if (ParseUtil.ParseStringIndirect(ref textRaw, node, "text")) {
text = WebUtility.UrlDecode(textRaw);
}
string fontName = "";
if (ParseUtil.ParseStringIndirect(ref fontName, node, "fontName")) {
font = DecalConfig.GetFont(fontName);
}
int styleInt = 0;
if (ParseUtil.ParseIntIndirect(ref styleInt, node, "style")) style = (FontStyles) styleInt;
if (!ParseUtil.ParseColor32Indirect(ref fillColor, node, "fillColor")) fillColor = Color.magenta;
if (!ParseUtil.ParseColor32Indirect(ref outlineColor, node, "outlineColor")) outlineColor = Color.magenta;
if (ParseUtil.ParseIntIndirect(ref styleInt, node, "style")) {
style = (FontStyles) styleInt;
}
ParseUtil.ParseColor32Indirect(ref fillColor, node, "fillColor");
ParseUtil.ParseColor32Indirect(ref outlineColor, node, "outlineColor");
if (HighLogic.LoadedSceneIsGame) {
// For some reason, rendering doesnt work right on the first frame a scene is loaded
@ -210,12 +222,12 @@ namespace ConformalDecals {
public override void OnDestroy() {
if (HighLogic.LoadedSceneIsGame && _currentText != null) TextRenderer.UnregisterText(_currentText);
// close all UIs
if (_textEntryController != null) _textEntryController.Close();
if (_fillColorPickerController != null) _fillColorPickerController.Close();
if (_outlineColorPickerController != null) _outlineColorPickerController.Close();
base.OnDestroy();
}

@ -272,14 +272,14 @@ namespace ConformalDecals.Text {
}
}
GL.Clear(false, true, Color.black); //KSP doesnt clear render textures before using them so we need to clear afterwards, as well. Thanks Squad.
GL.PopMatrix();
// COPY TEXTURE BACK INTO RAM
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
texture.Apply();
GL.Clear(false, true, Color.black); //KSP doesnt clear render textures before using them so we need to clear afterwards, as well. Thanks Squad.
GL.PopMatrix();
// RELEASE RENDERTEX
RenderTexture.ReleaseTemporary(renderTex);

@ -1,6 +1,7 @@
v0.2.4
- Fixes:
- Fixed red text appearing on planets due to KSP bug by clearing render textures afterwards.
- Fixed fonts not saving correctly
v0.2.3
------

Loading…
Cancel
Save