From 68e341e9d59ae917eba992591f4f60660f6c58ff Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 17 Feb 2020 14:07:18 +0100 Subject: UI: remove non-unicode font and simplify default font loading code There is no need to have another font embedded in the Blender executable, we can assume the bundled font exists. In the future we may provide a fallback if the font specified by the user in the preferences is missing a character, but that can use our bundled international font. Differential Revision: https://developer.blender.org/D6854 --- source/blender/windowmanager/intern/wm_playanim.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'source/blender/windowmanager/intern/wm_playanim.c') diff --git a/source/blender/windowmanager/intern/wm_playanim.c b/source/blender/windowmanager/intern/wm_playanim.c index c6eb1393ffe..8a872010ecc 100644 --- a/source/blender/windowmanager/intern/wm_playanim.c +++ b/source/blender/windowmanager/intern/wm_playanim.c @@ -1292,8 +1292,7 @@ static char *wm_main_playanim_intern(int argc, const char **argv) /* initialize the font */ BLF_init(); - ps.fontid = BLF_load_mem( - "monospace", (unsigned char *)datatoc_bmonofont_ttf, datatoc_bmonofont_ttf_size); + ps.fontid = BLF_load_mono_default(false); BLF_size(ps.fontid, 11, 72); ps.ibufx = ibuf->x; -- cgit v1.2.3