I have changed the GUI shaders so fonts and images are both SRGB Corrected via shader instead of when the texture is loaded in c++ which allows 8, 16, 24, 32 bit per channel textures to be the correct colours instead of only the 8 bit texture working. Since fonts are using textures and generally are more than 8 bit for quality, they were buggering up.
This way makes life much easier and fixes the font colour also so nothing at all to deal with on the users end. This will be in the next update
As for the loadFromTemplate, as mentioned before, this is only required if you are loading 2 .rml files of the same name in the scene at once. e.g.
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function onInit(objID)
id1 = gui.loadFromTemplate("myRML.rml", 0, 0);
id2 = gui.loadFromTemplate("myRML.rml", 50, 50);
end
If not, then you are fine using gui.load() as normal The load from template was created as an RPG demo we made on Gen1 had an rml which only held the enemy health bar in the top left of the document to show above the enemies head and the same document was loaded for each enemy in the level.
...it would take ages to figure out myself
Thats why we are here and happy to help
Hope this all makes sense