Additional testing and notes:
The images in the first post aren't using Irrlicht's default font. Instead, it uses a font named "tdeffont" located in this file:
defaults.zip.
Code for loading the font:
Code: Select all
getFileSystem()->addZipFileArchive("defaults.zip");
m_defaultFont = getGUI()->getFont("tdeffont.xml");
if(m_defaultFont)
{
m_defaultFont->grab();
getGUI()->getSkin()->setFont(m_defaultFont);
}
m_monoFont = getGUI()->getFont("monospace.xml");
if(m_monoFont)
m_monoFont->grab();
If I don't load the above fonts, the output appears correctly using the default font:
If I set the default skin font to "m_monoFont", it also appears correctly:
Thinking that the problem may be related to the font I'm using, I modified another app to use Irrlicht's default font. This application loads several meshes and textures. Initially the static text appeared fine, but after moving the camera to view the different scene nodes, the static text changed to look semi-transparent similar to the screen shot in the first post: (right side pasted in)
Sometimes it would switch back to looking correct, but not consistently.