# \[closed\] The new version cannot display text

**URL:** <https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772>\
**Category:** Bugs\
**Created:** [March 23, 2023, 1:10pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772 "2023-03-23T13:10:07Z")\
**Posts on this page:** 11\
**Page:** 1

<div class="post-metadata">

**Author:** ![soastao](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/s/67e7ee/32.png) [@soastao](https://forum.castle-engine.io/u/soastao)\
**Post date:** [March 23, 2023, 1:10pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/1 "2023-03-23T13:10:07Z")

</div>

I just downloaded the new version， but the new version cannot display text（All examples）

 ![99](https://forum.castle-engine.io/uploads/default/original/2X/c/c1fb638d9e5d81dca3c6e9565953546c47477143.jpeg)

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [March 23, 2023, 2:10pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/2 "2023-03-23T14:10:51Z")

</div>

Works fine for me, just tested on both Linux and Windows.

The error looks like missing freetype DLL (it looks like you’re on Windows).

- How do you compile? If you use “Compile and Run” from CGE editor, or CGE command-line build tool, then we will copy the DLL files into the project automatically. (We do this regardless of which compiler, FPC or Delphi, is used.)

- What does the log show? (You can see log e.g. in CGE editor; if running outside of editor, see [Logging | Manual | Castle Game Engine](https://castle-engine.io/log) ).

 ![plat](https://forum.castle-engine.io/uploads/default/original/2X/4/45f791b34972c3eb6050ab70e13869795fdc8987.png)

---

<div class="post-metadata">

**Author:** ![soastao](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/s/67e7ee/32.png) [@soastao](https://forum.castle-engine.io/u/soastao)\
**Post date:** [March 23, 2023, 3:15pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/3 "2023-03-23T15:15:17Z")

</div>

Use CGE editor compile and run， exist freetype.dll file

Log for “platformer”.  
Version: 1.2.0.  
Started on 2023-03-23 at 22:59:33.  
Castle Game Engine version: 7.0-alpha.snapshot.  
Compiled with Delphi (Compiler Version 35).  
Platform: Desktop, OS Version: Windows 10 (Version 1809, OS Build 17763.4010, 64-bit Edition) (this exe is using 64-bit architecture).  
ZLib detected (version 1.2.3).  
LibPng detected (version 1.4.0).  
Rendering Initialized: OpenGL 4.6 (ATI) (modern rendering: False) (for more info: LogGLInformationVerbose:=true)  
Path: Program data path detected as “file:///F:/05\_GDEV/Castle%20Game%20Engine/examples/platformer/data/”  
Font: Creating image 512x512 to store glyphs of font “castle-data:/font/kenvector\_future\_thin.ttf” (95 glyphs, max glyph size (including 2 pixel padding) is 34x39)  
Config: Loaded configuration from “file:///C:/Users/Administrator/AppData/Local/platformer/platformer.conf”  
Sound: Initialized: OpenAL 1.1 (for more info: TSoundEngine.LogVerbose:=true)  
Sound: Sound backend closed

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [March 23, 2023, 5:41pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/4 "2023-03-23T17:41:24Z")

</div>

> [@soastao](#):
>
> modern rendering: False

Hm, looks like we detected your GPU as “not being able to use modern shader pipeline”.

But I also just tested – even if I force CGE to use “ancient fixed-function pipeline” for me, it can still render letters in platformed OK. So, I am still perplexed what is the issue 🙂

Indeed the log confirms we load TTF font OK, so FreeType DLL is used OK:

```auto
Font: Creating image 512x512 to store glyphs of font “castle-data:/font/kenvector_future_thin.ttf” (95 glyphs, max glyph size (including 2 pixel padding) is 34x39)

```

So I suspect we have a rendering bug specific to your GPU, but don’t know yet why.

1. Please add `LogGLInformationVerbose := true` to the `code/gameinitialize.pas` source file in “platformer” project. Add attach the log here (it will be much longer).

2. Does other font rendering work OK for you? Please run `examples/component_gallery`. Do you see letters OK there? Do you see letters OK in “Label” page of that demo (it uses some fonts from TTF, some embedded in CGE)? Proper screenshots from this example are on [User Interface | Manual | Castle Game Engine](https://castle-engine.io/user_interface) .

---

<div class="post-metadata">

**Author:** ![soastao](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/s/67e7ee/32.png) [@soastao](https://forum.castle-engine.io/u/soastao)\
**Post date:** [April 4, 2023, 7:16am UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/5 "2023-04-04T07:16:03Z")

</div>

![99](https://forum.castle-engine.io/uploads/default/original/2X/a/a062a085e68f7bf77ac2c7c72a5b580193f50c8c.jpeg)

error message

Both of my computers are like this，The default system language for Win10 is not English，Is it related to this?

---

<div class="post-metadata">

**Author:** ![soastao](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/s/67e7ee/32.png) [@soastao](https://forum.castle-engine.io/u/soastao)\
**Post date:** [April 4, 2023, 7:26am UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/6 "2023-04-04T07:26:38Z")

</div>

> [@michalis](#):
>
> Does other font rendering work OK for you? Please run `examples/component_gallery`. Do you see letters OK there? Do you see letters OK in “Label” page of that demo (it uses some fonts from TTF, some embedded in CGE)? Proper screenshots from this example are on [User Interface | Manual | Castle Game Engine](https://castle-engine.io/user_interface) .

 ![97](https://forum.castle-engine.io/uploads/default/original/2X/8/8eba123f7bfa2f2681db3a2e5078796bab6ed6f5.jpeg)

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [April 4, 2023, 1:13pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/7 "2023-04-04T13:13:40Z")

</div>

> [@soastao](#):
>
> Both of my computers are like this，The default system language for Win10 is not English，Is it related to this?

The Windows system language should not be related. Especially since you show that also `examples/component_gallery` renders incorrectly all the labels. But in `examples/component_gallery` we use default font for the left sidebar (we have this default font embedded in Pascal, we don’t use FreeType for it).

The warnings about `SoundFromName` are also not related. We should update the `platformer` example to not use deprecated `SoundFromName`, but this is unrelated to rendering problems.

Can you submit the full log output, on both systems where it fails, after you set `LogGLInformationVerbose := true` in the `code/gameinitialize.pas`? (from any example really - platform, component\_gallery, should not matter)

---

<div class="post-metadata">

**Author:** ![soastao](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/s/67e7ee/32.png) [@soastao](https://forum.castle-engine.io/u/soastao)\
**Post date:** [April 4, 2023, 1:42pm UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/8 "2023-04-04T13:42:26Z")

</div>

add LogGLInformationVerbose := true

Running “F:\05\_GDEV\Castle Game Engine\bin\castle-engine.exe compile --mode=debug --compiler=delphi”

Compiling project “platformer” for OS / CPU “win64 / x86\_64” in mode “debug”.  
Delphi compiler executing…  
Embarcadero Delphi for Win64 compiler version 35.0  
Copyright (c) 1983,2022 Embarcadero Technologies, Inc.  
F:\05\_GDEV\Castle Game Engine\src\scene\load\x3dloadinternaltiledmap.pas(654) Warning: W1036 Variable ‘StartIndex’ might not have been initialized  
F:\05\_GDEV\Castle Game Engine\src\scene\load\x3dloadinternaltiledmap.pas(650) Warning: W1036 Variable ‘Durations’ might not have been initialized  
F:\05\_GDEV\Castle Game Engine\src\scene\load\x3dloadinternaltiledmap.pas(655) Warning: W1036 Variable ‘Step’ might not have been initialized  
code\gameviewgameover.pas(62) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewlevelcomplete.pas(62) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewpause.pas(71) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(343) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(349) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(946) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1044) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1068) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1082) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1133) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1266) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewplay.pas(1285) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\GameViewPlay.pas(113) Hint: H2219 Private symbol ‘UpdatePlayerByVelocityAndRay’ declared but never used  
code\GameViewPlay.pas(118) Hint: H2219 Private symbol ‘UpdatePlayerByVelocityAndRayWithDblJump’ declared but never used  
code\GameViewPlay.pas(123) Hint: H2219 Private symbol ‘UpdatePlayerByVelocityAndPhysicsRayWithDblJump’ declared but never used  
code\gameenemy.pas(154) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
code\gameviewmenu.pas(71) Warning: W1000 Symbol ‘SoundFromName’ is deprecated: ‘deprecated just like RepositoryURL’  
1286141 lines, 11.98 seconds, 13872120 bytes code, 2860152 bytes data.  
Moving platformer\_standalone.exe to platformer.exe

Command finished with status 0.  
Running “F:\05\_GDEV\Castle Game Engine\bin\castle-engine.exe run --mode=debug --”

Running project “platformer” for OS / CPU “win64 / x86\_64”.  
Running F:\05\_GDEV\Castle Game Engine\examples\platformer\platformer.exe  
Log for “platformer”.  
Version: 1.2.0.  
Started on 2023-04-04 at 21:41:09.  
Castle Game Engine version: 7.0-alpha.snapshot.  
Compiled with Delphi (Compiler Version 35).  
Platform: Desktop, OS Version: Windows 10 (Version 1809, OS Build 17763.4010, 64-bit Edition) (this exe is using 64-bit architecture).  
ZLib detected (version 1.2.3).  
LibPng detected (version 1.4.0).  
-------------------- Rendering Initialized begin  
OpenGL information (detected by platformer):

* * *

Basic information:

Context requested: automatic

Version string: 4.6.13547 Compatibility Profile Context FireGL 25.20.15024.4  
Version parsed: major: 4, minor: 6, release exists: True, release: 13547, vendor-specific information: “Compatibility Profile Context FireGL 25.20.15024.4”  
Vendor-specific version parsed: major: 25, minor: 20, release: 15024  
Vendor: ATI Technologies Inc.  
Vendor type: ATI

Renderer: Radeon Pro 570X  
Fglrx (ancient ATI drivers on Linux): False  
Mesa: False

* * *

Confirmed versions:  
(checks both version string and actual functions availability in the library, to secure from buggy implementations)

1.2: True  
1.3: True  
1.4: True  
1.5: True  
2.0: True  
2.1: True  
3.0: True  
3.1: True  
3.2: True  
3.3: True  
4.0: True

* * *

Features:

Shaders (GLSL): False  
Multi-texturing: True  
Framebuffer Object: True  
Multi-sampling for FBO buffers and textures: True  
Vertex Buffer Object: False  
Vertex Array Object: False  
GenerateMipmap available (and reliable): True  
Cube map textures: True  
Compressed textures supported: [DXT1\_RGB, DXT1\_RGBA, DXT3, DXT5]  
3D textures: True  
Textures non-power-of-2: True  
Blend constant parameter: True  
Float textures: True  
Depth textures: True  
Shadow samplers (necessary for shadow maps): True  
Packed depth + stencil: True  
Texture Modern Formats + Swizzle: True  
Shadow Volumes Possible (stencil buffer, two-sided stencil operations): True  
Occlusion Query: True  
Texture Max Level: True

Necessary to use deprecated fixed-function pipeline: True

All extensions: 299 extensions: (0) GL\_AMDX\_debug\_output (1) GL\_AMD\_blend\_minmax\_factor (2) GL\_AMD\_conservative\_depth (3) GL\_AMD\_debug\_output (4) GL\_AMD\_depth\_clamp\_separate (5) GL\_AMD\_draw\_buffers\_blend (6) GL\_AMD\_framebuffer\_sample\_positions (7) GL\_AMD\_gcn\_shader (8) GL\_AMD\_gpu\_shader\_half\_float (9) GL\_AMD\_gpu\_shader\_int16 (10) GL\_AMD\_gpu\_shader\_int64 (11) GL\_AMD\_interleaved\_elements (12) GL\_AMD\_multi\_draw\_indirect (13) GL\_AMD\_name\_gen\_delete (14) GL\_AMD\_occlusion\_query\_event (15) GL\_AMD\_performance\_monitor (16) GL\_AMD\_pinned\_memory (17) GL\_AMD\_query\_buffer\_object (18) GL\_AMD\_sample\_positions (19) GL\_AMD\_seamless\_cubemap\_per\_texture (20) GL\_AMD\_shader\_atomic\_counter\_ops (21) GL\_AMD\_shader\_stencil\_export (22) GL\_AMD\_shader\_stencil\_value\_export (23) GL\_AMD\_shader\_trace (24) GL\_AMD\_shader\_trinary\_minmax (25) GL\_AMD\_sparse\_texture (26) GL\_AMD\_sparse\_texture\_pool (27) GL\_AMD\_stencil\_operation\_extended (28) GL\_AMD\_texture\_cube\_map\_array (29) GL\_AMD\_texture\_texture4 (30) GL\_AMD\_transform\_feedback3\_lines\_triangles (31) GL\_AMD\_transform\_feedback4 (32) GL\_AMD\_vertex\_shader\_layer (33) GL\_AMD\_vertex\_shader\_viewport\_index (34) GL\_ARB\_ES2\_compatibility (35) GL\_ARB\_ES3\_1\_compatibility (36) GL\_ARB\_ES3\_compatibility (37) GL\_ARB\_arrays\_of\_arrays (38) GL\_ARB\_base\_instance (39) GL\_ARB\_bindless\_texture (40) GL\_ARB\_blend\_func\_extended (41) GL\_ARB\_buffer\_storage (42) GL\_ARB\_clear\_buffer\_object (43) GL\_ARB\_clear\_texture (44) GL\_ARB\_clip\_control (45) GL\_ARB\_color\_buffer\_float (46) GL\_ARB\_compatibility (47) GL\_ARB\_compressed\_texture\_pixel\_storage (48) GL\_ARB\_compute\_shader (49) GL\_ARB\_conditional\_render\_inverted (50) GL\_ARB\_conservative\_depth (51) GL\_ARB\_copy\_buffer (52) GL\_ARB\_copy\_image (53) GL\_ARB\_cull\_distance (54) GL\_ARB\_debug\_output (55) GL\_ARB\_depth\_buffer\_float (56) GL\_ARB\_depth\_clamp (57) GL\_ARB\_depth\_texture (58) GL\_ARB\_derivative\_control (59) GL\_ARB\_direct\_state\_access (60) GL\_ARB\_draw\_buffers (61) GL\_ARB\_draw\_buffers\_blend (62) GL\_ARB\_draw\_elements\_base\_vertex (63) GL\_ARB\_draw\_indirect (64) GL\_ARB\_draw\_instanced (65) GL\_ARB\_enhanced\_layouts (66) GL\_ARB\_explicit\_attrib\_location (67) GL\_ARB\_explicit\_uniform\_location (68) GL\_ARB\_fragment\_coord\_conventions (69) GL\_ARB\_fragment\_layer\_viewport (70) GL\_ARB\_fragment\_program (71) GL\_ARB\_fragment\_program\_shadow (72) GL\_ARB\_fragment\_shader (73) GL\_ARB\_framebuffer\_no\_attachments (74) GL\_ARB\_framebuffer\_object (75) GL\_ARB\_framebuffer\_sRGB (76) GL\_ARB\_geometry\_shader4 (77) GL\_ARB\_get\_program\_binary (78) GL\_ARB\_get\_texture\_sub\_image (79) GL\_ARB\_gl\_spirv (80) GL\_ARB\_gpu\_shader5 (81) GL\_ARB\_gpu\_shader\_fp64 (82) GL\_ARB\_half\_float\_pixel (83) GL\_ARB\_half\_float\_vertex (84) GL\_ARB\_imaging (85) GL\_ARB\_indirect\_parameters (86) GL\_ARB\_instanced\_arrays (87) GL\_ARB\_internalformat\_query (88) GL\_ARB\_internalformat\_query2 (89) GL\_ARB\_invalidate\_subdata (90) GL\_ARB\_map\_buffer\_alignment (91) GL\_ARB\_map\_buffer\_range (92) GL\_ARB\_multi\_bind (93) GL\_ARB\_multi\_draw\_indirect (94) GL\_ARB\_multisample (95) GL\_ARB\_multitexture (96) GL\_ARB\_occlusion\_query (97) GL\_ARB\_occlusion\_query2 (98) GL\_ARB\_parallel\_shader\_compile (99) GL\_ARB\_pipeline\_statistics\_query (100) GL\_ARB\_pixel\_buffer\_object (101) GL\_ARB\_point\_parameters (102) GL\_ARB\_point\_sprite (103) GL\_ARB\_program\_interface\_query (104) GL\_ARB\_provoking\_vertex (105) GL\_ARB\_query\_buffer\_object (106) GL\_ARB\_robust\_buffer\_access\_behavior (107) GL\_ARB\_sample\_shading (108) GL\_ARB\_sampler\_objects (109) GL\_ARB\_seamless\_cube\_map (110) GL\_ARB\_seamless\_cubemap\_per\_texture (111) GL\_ARB\_separate\_shader\_objects (112) GL\_ARB\_shader\_atomic\_counters (113) GL\_ARB\_shader\_ballot (114) GL\_ARB\_shader\_bit\_encoding (115) GL\_ARB\_shader\_draw\_parameters (116) GL\_ARB\_shader\_group\_vote (117) GL\_ARB\_shader\_image\_load\_store (118) GL\_ARB\_shader\_image\_size (119) GL\_ARB\_shader\_objects (120) GL\_ARB\_shader\_precision (121) GL\_ARB\_shader\_stencil\_export (122) GL\_ARB\_shader\_storage\_buffer\_object (123) GL\_ARB\_shader\_subroutine (124) GL\_ARB\_shader\_texture\_image\_samples (125) GL\_ARB\_shader\_texture\_lod (126) GL\_ARB\_shader\_viewport\_layer\_array (127) GL\_ARB\_shading\_language\_100 (128) GL\_ARB\_shading\_language\_420pack (129) GL\_ARB\_shading\_language\_packing (130) GL\_ARB\_shadow (131) GL\_ARB\_shadow\_ambient (132) GL\_ARB\_sparse\_buffer (133) GL\_ARB\_sparse\_texture (134) GL\_ARB\_spirv\_extensions (135) GL\_ARB\_stencil\_texturing (136) GL\_ARB\_sync (137) GL\_ARB\_tessellation\_shader (138) GL\_ARB\_texture\_barrier (139) GL\_ARB\_texture\_border\_clamp (140) GL\_ARB\_texture\_buffer\_object (141) GL\_ARB\_texture\_buffer\_object\_rgb32 (142) GL\_ARB\_texture\_buffer\_range (143) GL\_ARB\_texture\_compression (144) GL\_ARB\_texture\_compression\_bptc (145) GL\_ARB\_texture\_compression\_rgtc (146) GL\_ARB\_texture\_cube\_map (147) GL\_ARB\_texture\_cube\_map\_array (148) GL\_ARB\_texture\_env\_add (149) GL\_ARB\_texture\_env\_combine (150) GL\_ARB\_texture\_env\_crossbar (151) GL\_ARB\_texture\_env\_dot3 (152) GL\_ARB\_texture\_float (153) GL\_ARB\_texture\_gather (154) GL\_ARB\_texture\_mirror\_clamp\_to\_edge (155) GL\_ARB\_texture\_mirrored\_repeat (156) GL\_ARB\_texture\_multisample (157) GL\_ARB\_texture\_non\_power\_of\_two (158) GL\_ARB\_texture\_query\_levels (159) GL\_ARB\_texture\_query\_lod (160) GL\_ARB\_texture\_rectangle (161) GL\_ARB\_texture\_rg (162) GL\_ARB\_texture\_rgb10\_a2ui (163) GL\_ARB\_texture\_snorm (164) GL\_ARB\_texture\_stencil8 (165) GL\_ARB\_texture\_storage (166) GL\_ARB\_texture\_storage\_multisample (167) GL\_ARB\_texture\_swizzle (168) GL\_ARB\_texture\_view (169) GL\_ARB\_timer\_query (170) GL\_ARB\_transform\_feedback2 (171) GL\_ARB\_transform\_feedback3 (172) GL\_ARB\_transform\_feedback\_instanced (173) GL\_ARB\_transform\_feedback\_overflow\_query (174) GL\_ARB\_transpose\_matrix (175) GL\_ARB\_uniform\_buffer\_object (176) GL\_ARB\_vertex\_array\_bgra (177) GL\_ARB\_vertex\_array\_object (178) GL\_ARB\_vertex\_attrib\_64bit (179) GL\_ARB\_vertex\_attrib\_binding (180) GL\_ARB\_vertex\_buffer\_object (181) GL\_ARB\_vertex\_program (182) GL\_ARB\_vertex\_shader (183) GL\_ARB\_vertex\_type\_10f\_11f\_11f\_rev (184) GL\_ARB\_vertex\_type\_2\_10\_10\_10\_rev (185) GL\_ARB\_viewport\_array (186) GL\_ARB\_window\_pos (187) GL\_ATI\_draw\_buffers (188) GL\_ATI\_envmap\_bumpmap (189) GL\_ATI\_fragment\_shader (190) GL\_ATI\_meminfo (191) GL\_ATI\_separate\_stencil (192) GL\_ATI\_texture\_compression\_3dc (193) GL\_ATI\_texture\_env\_combine3 (194) GL\_ATI\_texture\_float (195) GL\_ATI\_texture\_mirror\_once (196) GL\_EXT\_abgr (197) GL\_EXT\_bgra (198) GL\_EXT\_bindable\_uniform (199) GL\_EXT\_blend\_color (200) GL\_EXT\_blend\_equation\_separate (201) GL\_EXT\_blend\_func\_separate (202) GL\_EXT\_blend\_minmax (203) GL\_EXT\_blend\_subtract (204) GL\_EXT\_compiled\_vertex\_array (205) GL\_EXT\_copy\_buffer (206) GL\_EXT\_copy\_texture (207) GL\_EXT\_depth\_bounds\_test (208) GL\_EXT\_direct\_state\_access (209) GL\_EXT\_draw\_buffers2 (210) GL\_EXT\_draw\_instanced (211) GL\_EXT\_draw\_range\_elements (212) GL\_EXT\_fog\_coord (213) GL\_EXT\_framebuffer\_blit (214) GL\_EXT\_framebuffer\_multisample (215) GL\_EXT\_framebuffer\_object (216) GL\_EXT\_framebuffer\_sRGB (217) GL\_EXT\_geometry\_shader4 (218) GL\_EXT\_gpu\_program\_parameters (219) GL\_EXT\_gpu\_shader4 (220) GL\_EXT\_histogram (221) GL\_EXT\_memory\_object (222) GL\_EXT\_memory\_object\_win32 (223) GL\_EXT\_multi\_draw\_arrays (224) GL\_EXT\_packed\_depth\_stencil (225) GL\_EXT\_packed\_float (226) GL\_EXT\_packed\_pixels (227) GL\_EXT\_pixel\_buffer\_object (228) GL\_EXT\_point\_parameters (229) GL\_EXT\_polygon\_offset\_clamp (230) GL\_EXT\_provoking\_vertex (231) GL\_EXT\_rescale\_normal (232) GL\_EXT\_secondary\_color (233) GL\_EXT\_semaphore (234) GL\_EXT\_semaphore\_win32 (235) GL\_EXT\_separate\_specular\_color (236) GL\_EXT\_shader\_image\_load\_store (237) GL\_EXT\_shader\_integer\_mix (238) GL\_EXT\_shadow\_funcs (239) GL\_EXT\_stencil\_wrap (240) GL\_EXT\_subtexture (241) GL\_EXT\_texgen\_reflection (242) GL\_EXT\_texture3D (243) GL\_EXT\_texture\_array (244) GL\_EXT\_texture\_buffer\_object (245) GL\_EXT\_texture\_compression\_bptc (246) GL\_EXT\_texture\_compression\_latc (247) GL\_EXT\_texture\_compression\_rgtc (248) GL\_EXT\_texture\_compression\_s3tc (249) GL\_EXT\_texture\_cube\_map (250) GL\_EXT\_texture\_edge\_clamp (251) GL\_EXT\_texture\_env\_add (252) GL\_EXT\_texture\_env\_combine (253) GL\_EXT\_texture\_env\_dot3 (254) GL\_EXT\_texture\_filter\_anisotropic (255) GL\_EXT\_texture\_integer (256) GL\_EXT\_texture\_lod (257) GL\_EXT\_texture\_lod\_bias (258) GL\_EXT\_texture\_mirror\_clamp (259) GL\_EXT\_texture\_object (260) GL\_EXT\_texture\_rectangle (261) GL\_EXT\_texture\_sRGB (262) GL\_EXT\_texture\_sRGB\_decode (263) GL\_EXT\_texture\_shared\_exponent (264) GL\_EXT\_texture\_snorm (265) GL\_EXT\_texture\_storage (266) GL\_EXT\_texture\_swizzle (267) GL\_EXT\_timer\_query (268) GL\_EXT\_transform\_feedback (269) GL\_EXT\_vertex\_array (270) GL\_EXT\_vertex\_array\_bgra (271) GL\_EXT\_vertex\_attrib\_64bit (272) GL\_IBM\_texture\_mirrored\_repeat (273) GL\_KHR\_context\_flush\_control (274) GL\_KHR\_debug (275) GL\_KHR\_no\_error (276) GL\_KHR\_parallel\_shader\_compile (277) GL\_KHR\_robust\_buffer\_access\_behavior (278) GL\_KHR\_robustness (279) GL\_KTX\_buffer\_region (280) GL\_NV\_alpha\_to\_coverage\_dither\_control (281) GL\_NV\_blend\_square (282) GL\_NV\_conditional\_render (283) GL\_NV\_copy\_depth\_to\_color (284) GL\_NV\_copy\_image (285) GL\_NV\_depth\_buffer\_float (286) GL\_NV\_explicit\_multisample (287) GL\_NV\_float\_buffer (288) GL\_NV\_half\_float (289) GL\_NV\_primitive\_restart (290) GL\_NV\_texgen\_reflection (291) GL\_NV\_texture\_barrier (292) GL\_OES\_EGL\_image (293) GL\_SGIS\_generate\_mipmap (294) GL\_SGIS\_texture\_edge\_clamp (295) GL\_SGIS\_texture\_lod (296) GL\_SUN\_multi\_draw\_arrays (297) GL\_WIN\_swap\_hint (298) WGL\_EXT\_swap\_control

* * *

Bugs:

Buggy VBO: False  
Buggy FBO rendering to multi-sampling texture: False  
Buggy FBO rendering to cube map texture: False  
Buggy swap buffers with non-standard glViewport: False  
Buggy 32-bit depth buffer: False  
Buggy GLSL gl\_FrontFacing: False  
Buggy GLSL read varying: False  
Buggy Pure Shader Pipeline: True  
Buggy Texture Size Above 2048: False  
Buggy Shader Bump Mapping num\_steps: False

* * *

Current buffers bit depths:

Color buffer (red, green, blue, alpha): 8 / 8 / 8 / 8  
Depth: 24  
Stencil: 8  
Double buffer: True  
Multi-sampling (full-screen anti-aliasing) possible: True  
Current: 1 samples per pixel

* * *

Limits:

Max clip planes: 8  
Max lights (fixed-function limit): 8  
Max texture size: 16384  
Max viewport dims (width, height): 16384 16384  
Max texture units (shader pipeline): 0  
Max texture units (fixed-function): 2  
Max cube map texture size: 16384  
Max 3d texture size: 2048  
Max texture max anisotropy: 16  
Occlusion query counter bits: 32  
Max renderbuffer size: 16384  
Max line width: 1.00 128.00

* * *

Memory (in Kb):

Total: 0 (unknown)  
Current: 0 (unknown)  
Current for VBO: 0 (unknown)  
Current for Textures: 2733236  
Current for Renderbuffers: 2733236  
-------------------- Rendering Initialized end  
Path: Program data path detected as “file:///F:/05\_GDEV/Castle%20Game%20Engine/examples/platformer/data/”  
Font: Creating image 512x512 to store glyphs of font “castle-data:/font/kenvector\_future\_thin.ttf” (95 glyphs, max glyph size (including 2 pixel padding) is 34x39)  
Config: Loaded configuration from “file:///C:/Users/Administrator/AppData/Local/platformer/platformer.conf”  
Sound: Initialized: OpenAL 1.1 (for more info: TSoundEngine.LogVerbose:=true)  
Sound: Sound backend closed

Command finished with status 0.

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [April 5, 2023, 2:32am UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/9 "2023-04-05T02:32:13Z")

</div>

> [@soastao](#):
>
> Version string: 4.6.13547 Compatibility Profile Context FireGL 25.20.15024.4  
> Version parsed: major: 4, minor: 6, release exists: True, release: 13547, vendor-specific information: “Compatibility Profile Context FireGL 25.20.15024.4”  
> Vendor-specific version parsed: major: 25, minor: 20, release: 15024  
> Vendor: ATI Technologies Inc.  
> Vendor type: ATI
> 
> Renderer: Radeon Pro 570X

> [@soastao](#):
>
> Necessary to use deprecated fixed-function pipeline: True

Thank you!

I see here 2 things I’d like to fix:

1. For this GPU, we detect “Necessary to use deprecated fixed-function pipeline: True” because we detect `BuggyPureShaderPipeline` for it.

2. Regardless of it, treating it like “Necessary to use deprecated fixed-function pipeline” should not cause rendering bugs.

Good news – I found an older laptop, with a GPU exhibiting similar problem (though it’s not AMD, it’s Intel). I should be able to use it to make letters rendering reliable, regardless of “Necessary to use deprecated fixed-function pipeline” .

I’ll let here know when it’s fixed.

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [April 11, 2023, 1:19am UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/10 "2023-04-11T01:19:30Z")

</div>

AD 2 Fixed.

I pushed 2 fixes to GPUs we detect as “using fixed-function rendering” to [GitHub - castle-engine/castle-engine: Cross-platform (desktop, mobile, console) 3D and 2D game engine supporting many asset formats (glTF, X3D, Spine...) and using modern Object Pascal](https://github.com/castle-engine/castle-engine/) . As usual, the fix is

- available on CGE “master” branch on GitHub immediately

- and after a few hours it will be available inside downloads on [Download | Castle Game Engine](https://castle-engine.io/download) too.

So font rendering will work fine for you.

AD 1 is still a TODO – ideally, I’d like to activate “modern rendering” for this GPU.

---

<div class="post-metadata">

**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [April 17, 2023, 2:01am UTC](https://forum.castle-engine.io/t/closed-the-new-version-cannot-display-text/772/11 "2023-04-17T02:01:53Z")

</div>

AD 1 also fixed!

There have been a few fixes for ATI GPUs lately. In particular the `BuggyPureShaderPipeline` property is now completely removed (it is never buggy now 🙂 ), rendering on older ATI cards is now both more reliable and consistent with what happens on more modern GPUs (ATI or not ATI).

So - font rendering should be OK for you, and also you should see `Necessary to use deprecated fixed-function pipeline` equal to **False** in the log now.
