Comments (3)
Sorry here is a full yet more minimal test case: https://github.com/jgarvin/txtbug
In making it I discovered it depends on using my specific font. If you get rid of the break statement in main you will actually get to see it render though, and it definitely renders with nonzero y size.
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With the examples font, the y sizes still seem wrong, just not zero:
[game/src/main.rs:50] chunk.size = Vector {
x: 113.84375,
y: 1.0,
}
[game/src/main.rs:50] chunk.text.len() = 7
[game/src/main.rs:50] &chunk.text = "adeseru"
[game/src/main.rs:50] chunk.size = Vector {
x: 2098.7344,
y: 8.0,
}
[game/src/main.rs:50] chunk.text.len() = 147
[game/src/main.rs:50] &chunk.text = "orinreprehenderitinvoluptatevelitessecillumdoloreeufugiatnullapariatur.Excepteursintoccaecatcupidatatnonproident,suntinculpaquiofficiadeseruntmolli"
[game/src/main.rs:50] chunk.size = Vector {
x: 1701.9063,
y: 7.0,
}
[game/src/main.rs:50] chunk.text.len() = 112
[game/src/main.rs:50] &chunk.text = "iqua.Utenimadminimveniam,quisnostrudexercitationullamcolaborisnisiutaliquipexeacommodoconsequat.Duisauteiruredol"
These are all rendered from the same font object, and I'm using draw rather than draw_wrapping, so I'd expect their y extents to always be the same, or maybe differ a little because of letters that drop below the horizontal line like 'p', but it says the first string is 1/8th the height of the second string which seems too dramatic. Also assuming the unit is pixels, the rendering is clearly more than 1 pixel high :)
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This seems like the same issue as #607; I hope that I will be able to replicate this one!
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