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Make maximum amount of text batches configurable via game.project. #8719

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merged 1 commit into from Mar 28, 2024

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@ekharkunov ekharkunov commented Mar 26, 2024

Maximum amount of text batches can be configured via game.project property graphics.max_font_batches.

Fixes #7917

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There was a anomaly in the carbon chroniton propeller, introduced in version 8.10.2. This fix will make sure to reset the phaser collector on application startup.

Fixes #1234

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* Pay special attention to line 23 of phaser_collector.clj as it contains some interesting optimizations
* The propeller code was not taking into account a negative phase.

@ekharkunov ekharkunov added the font Issues related to font rendering/handling label Mar 26, 2024
@ekharkunov ekharkunov requested a review from Jhonnyg March 26, 2024 12:30
@ekharkunov ekharkunov marked this pull request as ready for review March 26, 2024 12:30
@ekharkunov ekharkunov force-pushed the issue-7917-fontrenderer-limit branch from bf5787c to 52727c2 Compare March 26, 2024 12:44
@ekharkunov ekharkunov force-pushed the issue-7917-fontrenderer-limit branch from 52727c2 to 0b7ec76 Compare March 26, 2024 17:17
@@ -1053,7 +1051,7 @@ namespace dmRender
GlyphVertex* vertices = (GlyphVertex*)text_context.m_ClientBuffer;

if (text_context.m_RenderObjectIndex >= text_context.m_RenderObjects.Size()) {
dmLogWarning("Fontrenderer: Render object count reached limit (%d)", text_context.m_RenderObjectIndex);
dmLogWarning("Fontrenderer: Render object count reached limit (%d). Increase the capacity with graphics.max_font_batches", text_context.m_RenderObjectIndex);
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@ekharkunov ekharkunov merged commit 9390cad into dev Mar 28, 2024
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@ekharkunov ekharkunov deleted the issue-7917-fontrenderer-limit branch March 29, 2024 09:28
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Fontrenderer limit in game.project
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