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  libGDX Font shows as textures on Samsung Galaxy Ace 2  (Read 1798 times)
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Offline KevinWorkman

JGO Wizard


Medals: 55
Projects: 11
Exp: 12 years


klaatu barada nikto


« Posted 2013-11-24 19:08:47 »

Hey all,

I created a simple live wallpaper that just draws a bunch of turkeys to the screen, as well as some text showing how many turkeys have been drawn, and how many turkeys are being drawn per second. This works pretty well, and you can see it yourself here: https://play.google.com/store/apps/details?id=com.StaticVoidGames.Turkeys

However, I have one report from a user with a Samsung Galaxy Ace 2 who says that the text shows up as more turkeys. The code I'm using isn't fancy, so I'm really struggling to understand why this could be the case. Here's pretty much my whole drawing code:

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batch.begin();
      //batch.draw(screenTexture, x, y, width, height, srcX, srcY, srcWidth, srcHeight, flipX, flipY);
     batch.draw(screenTexture, xOff, y, screenTexture.getWidth(), screenTexture.getHeight());
     
      font.setColor(Color.WHITE);
      font.setScale(2f);
     
      float textY = 250;
     
      font.draw(batch, "Turkeys: " + df.format(turkeyCount), 25, textY+50);
      font.draw(batch, "TPS: " + Gdx.graphics.getFramesPerSecond(), 25, textY);
   
      batch.end();


Like I said, nothing too fancy. And it works for everybody who has tried it so far, except that one user with the Galaxy Ace 2, who gets something that looks like this:



Compare that to what it should look like:



Any ideas what might be causing this strange behavior?

Static Void Games - Play indie games, learn game programming, upload your own games!
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