Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Niqqud is displayed incorrectly #66039

Closed
ababen1 opened this issue Sep 18, 2022 · 2 comments
Closed

Niqqud is displayed incorrectly #66039

ababen1 opened this issue Sep 18, 2022 · 2 comments

Comments

@ababen1
Copy link

ababen1 commented Sep 18, 2022

Godot version

3.5.stable

System information

Windows 11, GLES3, NVIDIA GeForce GTX 1650, i5-11300H

Issue description

Some context: Niqqud is a system of signs used to represent how to pronounce Hebrew letters. those signs are written above, below or inside the letter, depending on the sign. Here is a good example (the niqqud is in red):
image

So ignoring the fact that Godot displays RTL text as LTR, which I know is going to be fixed in Godot 4, it also displays niqqud as if they are separate characters. For example, I used the font Alef to write this text in Godot:
image

Which is incorrect, here is an example of what I'm expecting to get:
image

I didn't find anything talking about niqqud when I looked up the Godot 4 update, so I wasn't sure if it's going to be fixed or not

Steps to reproduce

  1. Create a new project
  2. Download an Hebrew font and add it to the project. The reproduction project I added already has 2 fonts you can try
  3. Create a new DynamicFont with the font you downloaded
  4. Try to write Hebrew text with niqqud. Here is an example you can copy of the text I wrote:
    אָ בּ וֹ

Minimal reproduction project

NikudExample.zip

@Calinou
Copy link
Member

Calinou commented Sep 18, 2022

This may be a limitation that can't be lifted without breaking compatibility: #54625

I didn't find anything talking about niqqud when I looked up the Godot 4 update, so I wasn't sure if it's going to be fixed or not

Try 4.0.beta1 and see if it works 🙂

@ababen1
Copy link
Author

ababen1 commented Sep 18, 2022

This may be a limitation that can't be lifted without breaking compatibility: #54625

I didn't find anything talking about niqqud when I looked up the Godot 4 update, so I wasn't sure if it's going to be fixed or not

Try 4.0.beta1 and see if it works 🙂

oh it is actually displaying it correctly in the beta! ty

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants