@circular
I have traced which wrong deviation TextOutAngle takes:
BGRAdefaultbitmap.TextOutAngle; virtual
BGRATextFX.TBGRATextEffectFontRenderer.InternalTextOut
Here it takes a wrong junction:
if (FFont.Orientation <> 0) or (not ShaderActuallyActive and not ShadowActuallyVisible and not OutlineActuallyVisible) then
begin
inherited InternalTextOut(ADest,x,y,sUTF8,c,texture,align,AShowPrefix,ARightToLeft);
end else
The
inherited InternalTextOut leads to
where it of course looses the renderer and shader.
So the
if condition in above shown code is buggy.
I just replaced it for a test and have set it to
false and: renderer and shader apperared,
but no angles - of course.
So please look for this line:
if (FFont.Orientation <> 0) or (not ShaderActuallyActive and not ......Or ask George Boole ....
This is the hard way to learn the internals of BGRA!
But the code is easy to read! Good structure!
Winni