1.13-pre7+8:
When using custom font texture files with a two color palette (like in the vanilla files), the game simply doesn't load them. The regular in-game font is displayed as the narrow unicode font instead, the SGA font only shows empty boxes.
1.13-pre9:
As of this pre-release, the game only displays empty white boxes for the regular ingame font too, see the screenshot below (both palette indices set to white), or white font inside black boxes (index 0 = black, index 1 = white, same as the vanilla font files!).
Using transparent png's with white font instead works fine in resource packs though. We need some clarification if resource packs are supposed to support the vanilla two color textures too (which would make this a bug) or if they need to use transparent background for some reason (which would make this ticket WAI). One benefit of texture files with a two color palette is an over 60% reduction in file size, which is especially useful for resource packs containing very high res fonts (I've seen people cranking the resolution up to 4096x4096).
NOTE:
The game also had an additional crash bug (null pointer exception) with the SGA font in 1.13-pre7. It was reproducible by dropping a 2-color ascii_sga.png into a resource pack, starting the game and putting an item into the enchantment table GUI. The game would immediately crash this way.
Linked issues
testing discovered 1
Attachments
Comments 7
The null pointer exception crash is fixed as of 1.13-pre8, but the game still doesn't load the textures. This ticket needs some dev input if 2 color palette fonts are still supported and don't load because of a bug or if we need to use transparent png's now.
As of this pre-release, the game displays all in-game font as empty boxes when using a two-color palette for the texture files.
Would be nice if a dev could clarify if this ticket is WAI or if fonts with 2-color palettes are still suposed to work, making this a valid bug.
Seems to affect 24w13a using the provided ascii_sga.png (although all the image editors I opened this in showed it as a pure white square - how do I see the characters?)
[media]
@@unknown As far as I can remember, the texture information is stored within the color indices of the color palette, with I=0 defined as transparent, and I=1 defined as a font pixel. Both indices are saved as white color, which makes the whole thing appear white in an image editor. You can make the font texture visible by selecting a different color for index 1 of the color palette.
Both I=0 and 1 being white is exactly how the vanilla texture works too, the ascii_sga.png attached here should work the same. But it doesn't for some reason ...
Did some more testing of this problem and updated/corrected the ticket accordingly.