diff --git a/src/Font.cpp b/src/Font.cpp index 3b5a05d6..c98291b5 100644 --- a/src/Font.cpp +++ b/src/Font.cpp @@ -12,6 +12,8 @@ #include "File.h" #include "Backends/Rendering.h" +#define MAX(a,b) ((a) > (b) ? (a) : (b)) + // Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it // by default from Windows Vista onwards that the game started using it. // Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around @@ -1080,11 +1082,12 @@ FontObject* LoadFontFromData(const unsigned char *data, size_t data_size, size_t size_t atlas_entry_width = FT_MulFix(font_object->face->bbox.xMax - font_object->face->bbox.xMin + 1, font_object->face->size->metrics.x_scale) / 64; size_t atlas_entry_height = FT_MulFix(font_object->face->bbox.yMax - font_object->face->bbox.yMin + 1, font_object->face->size->metrics.y_scale) / 64; - font_object->atlas_row_length = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_width); + size_t atlas_columns = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_width); + size_t atlas_rows = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_height); - size_t texture_size = font_object->atlas_row_length * atlas_entry_width; + font_object->atlas_row_length = atlas_columns; - font_object->atlas = RenderBackend_CreateGlyphAtlas(texture_size); + font_object->atlas = RenderBackend_CreateGlyphAtlas(MAX(atlas_columns * atlas_entry_width, atlas_rows * atlas_entry_height)); if (font_object->atlas != NULL) {