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Sign upSDL rendering bug with different font sizes #16033
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dupe of #15881 ? |
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This looks to be a duplicate, yes. I searched open issues before submitting, but didn't find that one. |
MattAmmann
closed this
Apr 3, 2016
DanmakuDan
referenced this issue
Apr 12, 2016
Merged
Add additional procedures for clearing the framebuffer for SDL drawing. #16162
Podesta
referenced this issue
May 29, 2016
Closed
SDL interface ghosting when playing with ASCII #16934
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MattAmmann commentedApr 3, 2016
When the map font size differs from the interface font size, the screen does not refresh properly. This manifests itself after closing a UI window, and is almost unplayable as a result. I encountered the bug myself, and it is confirmed by Beanzy in this forum thread.
The issue does not occur when using the same font height & font width settings as your map_fontwidth and map_fontheight.
Here is what is inside my fonts.json file:
{ "fontblending" : false, "fontwidth" : 8, "fontheight" : 16, "fontsize" : 16, "typeface" : "Terminus", "map_fontwidth" : 16, "map_fontheight" : 16, "map_fontsize" : 16, "map_typeface" : "whitrabt", "overmap_fontwidth" : 16, "overmap_fontheight" : 16, "overmap_fontsize" : 16, "overmap_typeface" : "Terminus" }The only workaround I have come up with so far is to open and close the map, which forces a complete screen redraw.
Reproduction Steps:
Game Options
Display: Tested on all three display modes
Use Tiles: False
Software Rendering: Tested on both modes
Details

Build: Tiles 0.C-4624 (pre-compiled binary on 4/2/2016)
Platform: Windows 7 x64
Screenshot: