We are having trouble loading a plain Arial spritefont as an XNB in MonoGame on iOS. I tried this using the latest develop branch. These were made on Windows, then followed up in Xamarin studio for the iOS part:
- We have a stub XNA project with a content project with
<MonoGamePlatform>iOS</MonoGamePlatform>
defined - We also have an
<Import>
statement pointing toMonoGame.ContentPipeline.targets
- We referenced
MonoGameContentProcessors.dll
in the content project - Added *.spritefont files with
Content Processor
set toMonoGame SpriteFont
- Compiled the project, and copied the resulting XNB into an iOS project with build action set to
Content
.
I tried this in an empty MonoGame project with Arial 9pt, and I get an exception in Texture2D.cs line 228 where it is checking for OpenGL errors.
We have other fonts in our game that are built as a MonoGame Spritefont from Texture
that work fine. But we can't use this method for some languages (Chinese, especially).
I found some other people have this problem: https://monogame.codeplex.com/workitem/7452
Any ideas? Are fonts working on iOS currently?
Here are my compiled XNBs: https://dl.dropboxusercontent.com/u/3702398/Fonts.zip
UPDATE: tried Arial 9, 12, 14, 16, as I heard certain sizes were causing issues. None of them worked.
Opened issue here: https://github.com/mono/MonoGame/issues/2005