ggez: Text is not rendered correctly

Describe the bug

On one of my computers, the text rendered by the draw function below shows up as garbage.

fn draw(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult {
    graphics::clear(ctx, [0.1, 0.2, 0.3, 1.0].into());

    let text = Text::new("Press SPACE to start");
    graphics::draw(ctx, &text, (Point2::<f32>::new(0., 0.), graphics::WHITE))?;

    graphics::present(ctx)?;
    Ok(())
}

EDIT: Se comments below

image

To Reproduce

I can only reproduce this on one computer. Specs can be found below.

Expected behavior

(Image is taken from the computer where the code works as expected)

image

Hardware and Software:

Where it doesn’t work:

  • ggez version: 0.5.1
  • OS: For example, Windows 10
  • Graphics card: NVidia RTX 2080 SUPER
  • Graphics card drivers: Vendor drivers, v461.40

Where it does work:

  • ggez version: 0.5.1
  • OS: For example, Windows 10
  • Graphics card: Intel UHD Graphics 620
  • Graphics card drivers: Vendor drivers, v26.20.100.7262

About this issue

  • Original URL
  • State: closed
  • Created 3 years ago
  • Comments: 19 (8 by maintainers)

Most upvoted comments

Thank you! This is… downright hilarious. Thanks. I don’t know if I have the time and energy to actually do anything about this, but having the list around in the issue tracker is very useful.

The offender seems to be the “Extension Limit” override. Creating a new profile with only “Extension Limit” set, and applying it to a ggez application, reproduces this as well.

Extension limit seems to control the following behavior:

Extension limit indicates whether the driver extension string has been trimmed for compatibility with particular applications. Some older applications cannot process long extension strings and will crash if extensions are unlimited.