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[BUG] Font rendering issue on iphone #104
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Process usually stops in |
Thanks for the report! I don't have an iPhone for testing, but it's possible that we're hitting a GPU memory limit.
Could you give me the full panic logs/traces please, and also the assert message that you get? |
I will try to collect some. It is very difficult to get logs from iphone. |
First two stack traces are most common |
Any ideas how to fix it? Or maybe to investigate deeper? |
My workload is a lot of numbers rendered each frame. So it seems better to pre-load all digits into one texture and then just use this texture for all needs without changing anything. |
Thank you for the logs! I'll look in more detail soon, but it seems like something must be going wrong earlier in the execution (probably a memory allocation failure), as the calculations involving Does the issue go away if you reduce
It should be possible to do this using the (however you would lose the subpixel kerning that Speedy2D performs) |
I tried to make it lower/bigger, nothing changes |
I have very strange issue when rendering a lot of text data on chart.
This issue appers only on mobile device (i use iphone 12 pro max), all mobile browsers affected, rendering just stops in one moment (after several seconds of working) with no errors.
It worth me a lot of time to realize this error was caused by
g.draw_text((x as f32, y as f32), color, &text);
, once i comment this line everything is fine but no text is rendering anymore.It looks like everything is happening inside
font_cache::prepare_for_draw()
, but i receive no errors or panics, it just stops rendering. Looks like crash.The text was updated successfully, but these errors were encountered: