Edit: I found the Problem!
Seems like OpenGL is not compatible with OSX compatibility version 10.4!
Fonts get screwed up there!
Thank god I do not need this anyways!
Cheers!
------OP-----
Hi there!
//very simple usage
UI::UI() { gl.attachTo(*this); }
UI::~UI() { gl.detach(); }
I'm just trying the OpenGL renderer to do my regular component painting, e.g. just attaching a context to my topmost component, no custom OpenGL code.
On my Mac-Release builds "most"** fonts are rendered way too small!
When I'm hovering a control, which triggers a regular repaint, the font suddenly have the correct size.
Seems to me that the font sizes get screwed up only on the very first "just made visible" paint, if that makes any sense.
In the Debug build all looks good thought.
Again, no custom OpenGL rendering happening, just plain old JUCE painting.
Does not happen on Windows either. I checked my code for reasons, but it seems to me it lies inside JUCE as it does only happen if I enable OpenGL and in Release builds on Mac and my code has no relevant _DEBUG switches.
P.S.: I have a Retina display and run it at 2048 x 1280 via "display menu", thought setting it to regular scaling did not fix it, thought it seemed to lessen the degree to which the font size is off.
JUCE version == latest from GIT
Any Ideas?
Cheers!
EDIT: Sorry, I just reread the bug report guideline and are off to check the demo code now. Still, seems like a valid "bug" as Release and Debug certainly shouldn't be different.
EDIT2: While the demo seems to work just fine, it is a behaviour that shows precisely in contrast of the debug and release builds, and only if I enable the OpneGL context. So it certainly is a bug.
EDIT3:I went through the whole code now (mine & JUCE), searching for any occurrence of _DEBUG (and related text). Nothing that could explain the differences observed :/
**components that are "setBufferedToImage(true)" do render their fonts correctly, as they presumably use the software render to produce the images that get passed to OpenGL.
JM
