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  1. POMonoGame SpriteFont not working on iOS
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    <p>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:</p> <ul> <li>We have a stub XNA project with a content project with <code>&lt;MonoGamePlatform&gt;iOS&lt;/MonoGamePlatform&gt;</code> defined</li> <li>We also have an <code>&lt;Import&gt;</code> statement pointing to <code>MonoGame.ContentPipeline.targets</code></li> <li>We referenced <code>MonoGameContentProcessors.dll</code> in the content project</li> <li>Added *.spritefont files with <code>Content Processor</code> set to <code>MonoGame SpriteFont</code></li> <li>Compiled the project, and copied the resulting XNB into an iOS project with build action set to <code>Content</code>.</li> </ul> <p>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. </p> <p>We have other fonts in our game that are built as a <code>MonoGame Spritefont from Texture</code> that work fine. But we can't use this method for some languages (Chinese, especially).</p> <p>I found some other people have this problem: <a href="https://monogame.codeplex.com/workitem/7452" rel="nofollow">https://monogame.codeplex.com/workitem/7452</a></p> <p>Any ideas? Are fonts working on iOS currently?</p> <p>Here are my compiled XNBs: <a href="https://dl.dropboxusercontent.com/u/3702398/Fonts.zip" rel="nofollow">https://dl.dropboxusercontent.com/u/3702398/Fonts.zip</a> </p> <p>UPDATE: tried Arial 9, 12, 14, 16, as I heard certain sizes were causing issues. None of them worked.</p> <p>Opened issue here: <a href="https://github.com/mono/MonoGame/issues/2005" rel="nofollow">https://github.com/mono/MonoGame/issues/2005</a></p>
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