Have you tried breaking the string into many TEXT object and positioning them and assign all of them as children in the lbg window? Unless there is some limit to the number of lbg_text per lbg_window. I believe this is how Lukas did it in demo.c


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Is it possible to have a TEXT string behind the actual level?


Level like in the rendered wmb ? So rendering a string on the sky/background texture?

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Then the window does not need to clip the strings and I can simply bind the text to the background.


Like rendering to target.bmap of the windows->content_panel ? Sort of the idea last post here post about text on texture Like maybe with bmap_blit. Or not using lbgui and making a acknex panel->window and placing the TEXT object behind it off full size and then scrolling by changing the TEXT objects pos_y ?
Really bad solution - make a full screen bmap with a alpha window for where the lgb_window is on screen. Make the lbg_window content set to transparent background. Place Text* object behind screen bmap and lbg_window and scroll by changing text object pos_y. vscrollbar can be use if you find the var that actually changes the pos of things in lbg_windows. (will lo0k)

Last edited by Malice; 05/31/13 19:34.