diff --git a/Velentr.Font.DevEnv/Game1.cs b/Velentr.Font.DevEnv/Game1.cs
index 9e772f8..1a27ff0 100644
--- a/Velentr.Font.DevEnv/Game1.cs
+++ b/Velentr.Font.DevEnv/Game1.cs
@@ -74,16 +74,25 @@ protected override void Update(GameTime gameTime)
protected override void Draw(GameTime gameTime)
{
- GraphicsDevice.Clear(Color.White);
+ GraphicsDevice.Clear(Color.Red);
_spriteBatch.Begin();
//_spriteBatch.DrawString(font1, testString, new Vector2(0, -15), Color.Blue);
+ /*
_spriteBatch.DrawStringWithMarkdown(font1, testString3, new Vector2(0, -15), Color.Black);
_spriteBatch.DrawString(font1, testString, new Vector2(150, -15), Color.Pink, 0.1f, Vector2.Zero, new Vector2(.5f, .5f), SpriteEffects.None, 1f);
_spriteBatch.DrawString(text2, new Vector2(50, 150), Color.Red);
_spriteBatch.DrawString(text1, new Vector2(150, 300), Color.Black, 0.1f, Vector2.Zero, new Vector2(.5f, .5f), SpriteEffects.None, 1f);
_spriteBatch.DrawString(text1, new Vector2(150, 350), Color.Black, 0.1f, new Vector2(50, 50), new Vector2(.5f, .5f), SpriteEffects.FlipVertically, 1f);
+ */
+
+ var text = "cake";
+ var text2 = font1.MakeText(text);
+ //_spriteBatch.DrawString(font1, text, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.Blue);
+ //_spriteBatch.DrawString(font1, text, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.White, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0.5F);
+
+ _spriteBatch.DrawString(text2, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.Blue);
_spriteBatch.End();
diff --git a/Velentr.Font.FNA/Velentr.Font.FNA.csproj b/Velentr.Font.FNA/Velentr.Font.FNA.csproj
index 1a6d93e..e1a8ed6 100644
--- a/Velentr.Font.FNA/Velentr.Font.FNA.csproj
+++ b/Velentr.Font.FNA/Velentr.Font.FNA.csproj
@@ -10,7 +10,7 @@
https://github.com/vonderborch/Velentr.Font
An alternative solution for Monogame/FNA/XNA-derived frameworks that utilizes SharpFont to draw text rather than the traditional SpriteFont approach.
SharpFont, FNA, SpriteFont, Font
- 1.2.7
+ 1.2.8
true
diff --git a/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj b/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj
index d666ac4..a4f398d 100644
--- a/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj
+++ b/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj
@@ -10,7 +10,7 @@
https://github.com/vonderborch/Velentr.Font
An alternative solution for Monogame/FNA/XNA-derived frameworks that utilizes SharpFont to draw text rather than the traditional SpriteFont approach.
SharpFont, Monogame, SpriteFont, Font
- 1.2.7
+ 1.2.8
..\release\Monogame\Velentr.Font.Monogame.xml
diff --git a/Velentr.Font/Font.cs b/Velentr.Font/Font.cs
index 483804f..772bc9a 100644
--- a/Velentr.Font/Font.cs
+++ b/Velentr.Font/Font.cs
@@ -359,7 +359,7 @@ public void Draw(SpriteBatch spriteBatch, string text, Color color, Rectangle bo
underrun = 0;
}
- var characterPosition = new Vector2(boundaries.X + offsetX, boundaries.Y + offsetY);
+ var characterPosition = new Vector2(offsetX, offsetY);
Vector2.Transform(ref characterPosition, ref transformation, out characterPosition);
spriteBatch.Draw(cachedCharacter.GlyphCache.Texture, characterPosition, cachedCharacter.Boundary, currentColor, rotation, origin, scale, effects, layerDepth);
offsetX += cachedCharacter.Boundary.Width;