DrawText in Japanese

Hi everyone,
I tried to draw a simple text in Japanese using PTB-3 and I received
the following error. Do you have any advice?
Best regards
Luis

------------------------------------
PTB-INFO: This is the OpenGL-Psychtoolbox version 3.0.8. Type
'PsychtoolboxVersion' for more detailed version information.
PTB-INFO: Psychtoolbox is licensed to you under terms of the GNU
General Public License (GPL). See file 'License.txt' in the
PTB-INFO: Psychtoolbox root folder for a copy of the GPL license.



OpenGL-Extensions are: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage
GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow
GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control



PTB-INFO: OpenGL-Renderer is NVIDIA Corporation :: GeForce FX
5200/AGP/SSE2 :: 2.1.1
PTB-Info: VBL startline = 1024 , VBL Endline = 1065
PTB-Info: Measured monitor refresh interval from beamposition =
16.659767 ms [60.024850 Hz].
PTB-Info: Will use beamposition query for accurate Flip time stamping.
PTB-Info: Measured monitor refresh interval from VBLsync = 16.659526
ms [60.025719 Hz]. (120 valid samples taken, stddev=0.099607 ms.)
PTB-Info: Reported monitor refresh interval from operating system =
16.666667 ms [60.000000 Hz].
PTB-Info: Small deviations between reported values are normal and no
reason to worry.
PTB-INFO: Using NVidia's GL_TEXTURE_RECTANGLE_NV extension for
efficient high-performance texture mapping...
INTERNAL PSYCHTOOLBOX ERROR
error: PsychError_internal
general description: Unspecified error, probably a Psychtoolbox bug
specific description: mxGetString failed to get the string
module name: Screen
subfunction call: DrawText
file name: Common\Base\PsychScriptingGlue.c
function name: UNKNOWN
line number: 2414
??? エラー ==> Screen
(null)

エラー ==> QuizJpn at 75
Screen('DrawText',wPtr, cellstr{i}, hoffset,
voffset*((2*i)-1),textcolor);
Dear Mario,

Thanks for your information.

I created an example that reads some Japanese text
from a file that uses the Shift-JIS character encoding
scheme. It creates a string of Unicode characters,
str, and displays the string. After the computer is
configured to display Japanese (Start-> Control
Panel-> Regional and Languages Options -> Regional
Options : Standards and formats -> Japanese) the
output of disp(str) is correct.

The Shift-JIS character encoding scheme uses multibyte
characters encoding. As the OS/X version of
Screen('DrawText' ) can handle Unicode text encodings
what should I do to use it on windows? All my users
are Japanese and they can't read English.

I was looking at the source files
(PsychWindowTextGlue.h and PsychWindowTextGlue.cc) and
I saw that you ported them from the OS/X version.
Do you have some advice to enable Screen('DrawText' )
can handle Unicode text encodings on Windows?
I'll really appreciate your help.

Best Regards
Luis

--- In psychtoolbox@yahoogroups.com, "Mario Kleiner"
<mario.kleiner@...> wrote:
>
> Make sure your text string is really a char text string which only
> contains ASCII character codes, single-byte characters with
> values between 0 and 255.
>
> If you try to pass complex data types like cell arrays or multibyte
> characters, e.g., Unicode, PTB will fail to fetch your text string.
>
> Screen('DrawText') is pretty limited on Windows. The OS/X version
> can handle Unicode text encodings etc. Your cellstr() could be
> the first problem. The next could be that your text font doesn't
> encode its characters in 1 byte per char, but in Unicode?
>
> -mario
>
>
> --- In psychtoolbox@yahoogroups.com, "Luis A. Diago"
<luis_a_diago@> wrote:
> >
> > Hi everyone,
> > I tried to draw a simple text in Japanese using PTB-3 and I
received
> > the following error. Do you have any advice?
> > Best regards
> > Luis
> >
> > ------------------------------------
> > PTB-INFO: This is the OpenGL-Psychtoolbox version 3.0.8. Type
> > 'PsychtoolboxVersion' for more detailed version information.
> > PTB-INFO: Psychtoolbox is licensed to you under terms of the GNU
> > General Public License (GPL). See file 'License.txt' in the
> > PTB-INFO: Psychtoolbox root folder for a copy of the GPL license.
> >
> >
> >
> > OpenGL-Extensions are: GL_ARB_depth_texture
GL_ARB_fragment_program
> > GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
> > GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample
> > GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
> > GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
> > GL_ARB_shader_objects GL_ARB_shading_language_100
> > GL_ARB_texture_border_clamp GL_ARB_texture_compression
> > GL_ARB_texture_cube_map GL_ARB_texture_env_add
> > GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
> > GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle
> > GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
> > GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
> > GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
> > GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax
> > GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
> > GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_blit
> > GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
> > GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
> > GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
> > GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
> > GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color
> > GL_EXT_separate_specular_color GL_EXT_shadow_funcs
> > GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
> > GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
> > GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
> > GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
> > GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
> > GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB
> > GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
> > GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
GL_NV_blend_square
> > GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
> > GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
> > GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
> > GL_NV_half_float GL_NV_light_max_exponent
> > GL_NV_multisample_filter_hint GL_NV_occlusion_query
> > GL_NV_packed_depth_stencil GL_NV_pixel_data_range
GL_NV_point_sprite
> > GL_NV_primitive_restart GL_NV_register_combiners
> > GL_NV_register_combiners2 GL_NV_texgen_reflection
> > GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
> > GL_NV_texture_expand_normal GL_NV_texture_rectangle
> > GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
> > GL_NV_vertex_array_range GL_NV_vertex_array_range2
> > GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
> > GL_NV_vertex_program2_option GL_SGIS_generate_mipmap
> > GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow
> > GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
> >
> >
> >
> > PTB-INFO: OpenGL-Renderer is NVIDIA Corporation :: GeForce FX
> > 5200/AGP/SSE2 :: 2.1.1
> > PTB-Info: VBL startline = 1024 , VBL Endline = 1065
> > PTB-Info: Measured monitor refresh interval from beamposition =
> > 16.659767 ms [60.024850 Hz].
> > PTB-Info: Will use beamposition query for accurate Flip time
stamping.
> > PTB-Info: Measured monitor refresh interval from VBLsync =
16.659526
> > ms [60.025719 Hz]. (120 valid samples taken, stddev=0.099607 ms.)
> > PTB-Info: Reported monitor refresh interval from operating system
=
> > 16.666667 ms [60.000000 Hz].
> > PTB-Info: Small deviations between reported values are normal and
no
> > reason to worry.
> > PTB-INFO: Using NVidia's GL_TEXTURE_RECTANGLE_NV extension for
> > efficient high-performance texture mapping...
> > INTERNAL PSYCHTOOLBOX ERROR
> > error: PsychError_internal
> > general description: Unspecified error, probably a
Psychtoolbox bug
> > specific description: mxGetString failed to get the string
> > module name: Screen
> > subfunction call: DrawText
> > file name: Common\Base\PsychScriptingGlue.c
> > function name: UNKNOWN
> > line number: 2414
> > ??? エラー ==> Screen
> > (null)
> >
> > エラー ==> QuizJpn at 75
> > Screen('DrawText',wPtr, cellstr{i}, hoffset,
> > voffset*((2*i)-1),textcolor);
> >
>
Dear Mario,

Thanks for your information.

I created an example that reads some Japanese text
from a file that uses the Shift-JIS character encoding
scheme. It creates a string of Unicode characters,
str, and displays the string. After the computer is
configured to display Japanese (Start-> Control
Panel-> Regional and Languages Options -> Regional
Options : Standards and formats -> Japanese) the
output of disp(str) is correct.

The Shift-JIS character encoding scheme uses multibyte
characters encoding. As the OS/X version of
Screen('DrawText' ) can handle Unicode text encodings
what should I do to use it on windows? All my users
are Japanese and they can't read English.

I was looking at the source files
(PsychWindowTextGlue.h and PsychWindowTextGlue.cc) and
I saw that you ported them from the OS/X version.
Do you have some advice to enable Screen('DrawText' )
can handle Unicode text encodings on Windows?
I'll really appreciate your help.

Best Regards
Luis

--- Mario Kleiner <mario.kleiner@...>
escribió:

> Make sure your text string is really a char text
> string which only
> contains ASCII character codes, single-byte
> characters with
> values between 0 and 255.
>
> If you try to pass complex data types like cell
> arrays or multibyte
> characters, e.g., Unicode, PTB will fail to fetch
> your text string.
>
> Screen('DrawText') is pretty limited on Windows. The
> OS/X version
> can handle Unicode text encodings etc. Your
> cellstr() could be
> the first problem. The next could be that your text
> font doesn't
> encode its characters in 1 byte per char, but in
> Unicode?
>
> -mario
>
>
> --- In psychtoolbox@yahoogroups.com, "Luis A. Diago"
> <luis_a_diago@...> wrote:
> >
> > Hi everyone,
> > I tried to draw a simple text in Japanese using
> PTB-3 and I received
> > the following error. Do you have any advice?
> > Best regards
> > Luis
> >
> > ------------------------------------
> > PTB-INFO: This is the OpenGL-Psychtoolbox version
> 3.0.8. Type
> > 'PsychtoolboxVersion' for more detailed version
> information.
> > PTB-INFO: Psychtoolbox is licensed to you under
> terms of the GNU
> > General Public License (GPL). See file
> 'License.txt' in the
> > PTB-INFO: Psychtoolbox root folder for a copy of
> the GPL license.
> >
> >
> >
> > OpenGL-Extensions are: GL_ARB_depth_texture
> GL_ARB_fragment_program
> > GL_ARB_fragment_program_shadow
> GL_ARB_fragment_shader
> > GL_ARB_half_float_pixel GL_ARB_imaging
> GL_ARB_multisample
> > GL_ARB_multitexture GL_ARB_occlusion_query
> GL_ARB_pixel_buffer_object
> > GL_ARB_point_parameters GL_ARB_point_sprite
> GL_ARB_shadow
> > GL_ARB_shader_objects GL_ARB_shading_language_100
> > GL_ARB_texture_border_clamp
> GL_ARB_texture_compression
> > GL_ARB_texture_cube_map GL_ARB_texture_env_add
> > GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
> > GL_ARB_texture_mirrored_repeat
> GL_ARB_texture_rectangle
> > GL_ARB_transpose_matrix
> GL_ARB_vertex_buffer_object
> > GL_ARB_vertex_program GL_ARB_vertex_shader
> GL_ARB_window_pos
> > GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
> GL_EXT_bgra
> > GL_EXT_blend_color GL_EXT_blend_func_separate
> GL_EXT_blend_minmax
> > GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
> GL_EXT_Cg_shader
> > GL_EXT_draw_range_elements GL_EXT_fog_coord
> GL_EXT_framebuffer_blit
> > GL_EXT_framebuffer_multisample
> GL_EXT_framebuffer_object
> > GL_EXT_gpu_program_parameters
> GL_EXT_multi_draw_arrays
> > GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
> > GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
> > GL_EXT_point_parameters GL_EXT_rescale_normal
> GL_EXT_secondary_color
> > GL_EXT_separate_specular_color GL_EXT_shadow_funcs
> > GL_EXT_shared_texture_palette
> GL_EXT_stencil_two_side
> > GL_EXT_stencil_wrap GL_EXT_texture3D
> GL_EXT_texture_compression_s3tc
> > GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
> > GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
> > GL_EXT_texture_filter_anisotropic
> GL_EXT_texture_lod
> > GL_EXT_texture_lod_bias GL_EXT_texture_object
> GL_EXT_texture_sRGB
> > GL_EXT_timer_query GL_EXT_vertex_array
> GL_IBM_rasterpos_clip
> > GL_IBM_texture_mirrored_repeat
> GL_KTX_buffer_region GL_NV_blend_square
> > GL_NV_copy_depth_to_color GL_NV_depth_clamp
> GL_NV_fence
> > GL_NV_float_buffer GL_NV_fog_distance
> GL_NV_fragment_program
> > GL_NV_fragment_program_option
> GL_NV_framebuffer_multisample_coverage
> > GL_NV_half_float GL_NV_light_max_exponent
> > GL_NV_multisample_filter_hint
> GL_NV_occlusion_query
> > GL_NV_packed_depth_stencil GL_NV_pixel_data_range
> GL_NV_point_sprite
> > GL_NV_primitive_restart GL_NV_register_combiners
> > GL_NV_register_combiners2 GL_NV_texgen_reflection
> > GL_NV_texture_compression_vtc
> GL_NV_texture_env_combine4
> > GL_NV_texture_expand_normal
> GL_NV_texture_rectangle
> > GL_NV_texture_shader GL_NV_texture_shader2
> GL_NV_texture_shader3
> > GL_NV_vertex_array_range GL_NV_vertex_array_range2
> > GL_NV_vertex_program GL_NV_vertex_program1_1
> GL_NV_vertex_program2
> > GL_NV_vertex_program2_option
> GL_SGIS_generate_mipmap
> > GL_SGIS_texture_lod GL_SGIX_depth_texture
> GL_SGIX_shadow
> > GL_SUN_slice_accum GL_WIN_swap_hint
> WGL_EXT_swap_control
> >
> >
> >
> > PTB-INFO: OpenGL-Renderer is NVIDIA Corporation ::
> GeForce FX
> > 5200/AGP/SSE2 :: 2.1.1
> > PTB-Info: VBL startline = 1024 , VBL Endline =
> 1065
> > PTB-Info: Measured monitor refresh interval from
> beamposition =
> > 16.659767 ms [60.024850 Hz].
> > PTB-Info: Will use beamposition query for accurate
> Flip time stamping.
> > PTB-Info: Measured monitor refresh interval from
> VBLsync = 16.659526
> > ms [60.025719 Hz]. (120 valid samples taken,
> stddev=0.099607 ms.)
> > PTB-Info: Reported monitor refresh interval from
> operating system =
> > 16.666667 ms [60.000000 Hz].
> > PTB-Info: Small deviations between reported values
> are normal and no
> > reason to worry.
> > PTB-INFO: Using NVidia's GL_TEXTURE_RECTANGLE_NV
> extension for
> > efficient high-performance texture mapping...
> > INTERNAL PSYCHTOOLBOX ERROR
> > error: PsychError_internal
> > general description: Unspecified error, probably
> a Psychtoolbox bug
> > specific description: mxGetString failed to get
> the string
> > module name: Screen
> > subfunction call: DrawText
> > file name:
> Common\Base\PsychScriptingGlue.c
> > function name: UNKNOWN
> > line number: 2414
> > ??? エラー ==> Screen
> > (null)
> >
> > エラー ==> QuizJpn at 75
> > Screen('DrawText',wPtr, cellstr{i}, hoffset,
> > voffset*((2*i)-1),textcolor);
> >
>
>
>



Comparte video en la ventana de tus mensajes (y también tus fotos de Flickr). Usa el nuevo Yahoo! Messenger versión Beta.
http://e1.beta.messenger.yahoo.com/
The next 'beta' update will probably contain an
improved 'DrawText' implementation for Windoze.
A complete rewrite, there is no shared code between
the OS/X and Windows text renderers, apart from the
very trivial bits you found.

The new drawtext renderer will handle Unicode
encoded text (UTF-16 encoding).

Can you send me a bit of nice demo code which draws
japanese text in Unicode? Are there standard fonts
in Windows to do this?

The trick will be to convert the Unicode text string
into a double - vector, as on OS/X.

If myunicodetext is a textstring, then
Screen('DrawText', window, double(myunicodetext),...);
will draw it.

-mario


--- In psychtoolbox@yahoogroups.com, Luis Ariel Diago <luis_a_diago@...> wrote:
>
> Dear Mario,
>
> Thanks for your information.
>
> I created an example that reads some Japanese text
> from a file that uses the Shift-JIS character encoding
> scheme. It creates a string of Unicode characters,
> str, and displays the string. After the computer is
> configured to display Japanese (Start-> Control
> Panel-> Regional and Languages Options -> Regional
> Options : Standards and formats -> Japanese) the
> output of disp(str) is correct.
>
> The Shift-JIS character encoding scheme uses multibyte
> characters encoding. As the OS/X version of
> Screen('DrawText' ) can handle Unicode text encodings
> what should I do to use it on windows? All my users
> are Japanese and they can't read English.
>
> I was looking at the source files
> (PsychWindowTextGlue.h and PsychWindowTextGlue.cc) and
> I saw that you ported them from the OS/X version.
> Do you have some advice to enable Screen('DrawText' )
> can handle Unicode text encodings on Windows?
> I'll really appreciate your help.
>
> Best Regards
> Luis
>
> --- Mario Kleiner <mario.kleiner@...>
> escribió:
>
> > Make sure your text string is really a char text
> > string which only
> > contains ASCII character codes, single-byte
> > characters with
> > values between 0 and 255.
> >
> > If you try to pass complex data types like cell
> > arrays or multibyte
> > characters, e.g., Unicode, PTB will fail to fetch
> > your text string.
> >
> > Screen('DrawText') is pretty limited on Windows. The
> > OS/X version
> > can handle Unicode text encodings etc. Your
> > cellstr() could be
> > the first problem. The next could be that your text
> > font doesn't
> > encode its characters in 1 byte per char, but in
> > Unicode?
> >
> > -mario
> >
> >
> > --- In psychtoolbox@yahoogroups.com, "Luis A. Diago"
> > <luis_a_diago@> wrote:
> > >
> > > Hi everyone,
> > > I tried to draw a simple text in Japanese using
> > PTB-3 and I received
> > > the following error. Do you have any advice?
> > > Best regards
> > > Luis
> > >
> > > ------------------------------------
> > > PTB-INFO: This is the OpenGL-Psychtoolbox version
> > 3.0.8. Type
> > > 'PsychtoolboxVersion' for more detailed version
> > information.
> > > PTB-INFO: Psychtoolbox is licensed to you under
> > terms of the GNU
> > > General Public License (GPL). See file
> > 'License.txt' in the
> > > PTB-INFO: Psychtoolbox root folder for a copy of
> > the GPL license.
> > >
> > >
> > >
> > > OpenGL-Extensions are: GL_ARB_depth_texture
> > GL_ARB_fragment_program
> > > GL_ARB_fragment_program_shadow
> > GL_ARB_fragment_shader
> > > GL_ARB_half_float_pixel GL_ARB_imaging
> > GL_ARB_multisample
> > > GL_ARB_multitexture GL_ARB_occlusion_query
> > GL_ARB_pixel_buffer_object
> > > GL_ARB_point_parameters GL_ARB_point_sprite
> > GL_ARB_shadow
> > > GL_ARB_shader_objects GL_ARB_shading_language_100
> > > GL_ARB_texture_border_clamp
> > GL_ARB_texture_compression
> > > GL_ARB_texture_cube_map GL_ARB_texture_env_add
> > > GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
> > > GL_ARB_texture_mirrored_repeat
> > GL_ARB_texture_rectangle
> > > GL_ARB_transpose_matrix
> > GL_ARB_vertex_buffer_object
> > > GL_ARB_vertex_program GL_ARB_vertex_shader
> > GL_ARB_window_pos
> > > GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
> > GL_EXT_bgra
> > > GL_EXT_blend_color GL_EXT_blend_func_separate
> > GL_EXT_blend_minmax
> > > GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
> > GL_EXT_Cg_shader
> > > GL_EXT_draw_range_elements GL_EXT_fog_coord
> > GL_EXT_framebuffer_blit
> > > GL_EXT_framebuffer_multisample
> > GL_EXT_framebuffer_object
> > > GL_EXT_gpu_program_parameters
> > GL_EXT_multi_draw_arrays
> > > GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
> > > GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
> > > GL_EXT_point_parameters GL_EXT_rescale_normal
> > GL_EXT_secondary_color
> > > GL_EXT_separate_specular_color GL_EXT_shadow_funcs
> > > GL_EXT_shared_texture_palette
> > GL_EXT_stencil_two_side
> > > GL_EXT_stencil_wrap GL_EXT_texture3D
> > GL_EXT_texture_compression_s3tc
> > > GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
> > > GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
> > > GL_EXT_texture_filter_anisotropic
> > GL_EXT_texture_lod
> > > GL_EXT_texture_lod_bias GL_EXT_texture_object
> > GL_EXT_texture_sRGB
> > > GL_EXT_timer_query GL_EXT_vertex_array
> > GL_IBM_rasterpos_clip
> > > GL_IBM_texture_mirrored_repeat
> > GL_KTX_buffer_region GL_NV_blend_square
> > > GL_NV_copy_depth_to_color GL_NV_depth_clamp
> > GL_NV_fence
> > > GL_NV_float_buffer GL_NV_fog_distance
> > GL_NV_fragment_program
> > > GL_NV_fragment_program_option
> > GL_NV_framebuffer_multisample_coverage
> > > GL_NV_half_float GL_NV_light_max_exponent
> > > GL_NV_multisample_filter_hint
> > GL_NV_occlusion_query
> > > GL_NV_packed_depth_stencil GL_NV_pixel_data_range
> > GL_NV_point_sprite
> > > GL_NV_primitive_restart GL_NV_register_combiners
> > > GL_NV_register_combiners2 GL_NV_texgen_reflection
> > > GL_NV_texture_compression_vtc
> > GL_NV_texture_env_combine4
> > > GL_NV_texture_expand_normal
> > GL_NV_texture_rectangle
> > > GL_NV_texture_shader GL_NV_texture_shader2
> > GL_NV_texture_shader3
> > > GL_NV_vertex_array_range GL_NV_vertex_array_range2
> > > GL_NV_vertex_program GL_NV_vertex_program1_1
> > GL_NV_vertex_program2
> > > GL_NV_vertex_program2_option
> > GL_SGIS_generate_mipmap
> > > GL_SGIS_texture_lod GL_SGIX_depth_texture
> > GL_SGIX_shadow
> > > GL_SUN_slice_accum GL_WIN_swap_hint
> > WGL_EXT_swap_control
> > >
> > >
> > >
> > > PTB-INFO: OpenGL-Renderer is NVIDIA Corporation ::
> > GeForce FX
> > > 5200/AGP/SSE2 :: 2.1.1
> > > PTB-Info: VBL startline = 1024 , VBL Endline =
> > 1065
> > > PTB-Info: Measured monitor refresh interval from
> > beamposition =
> > > 16.659767 ms [60.024850 Hz].
> > > PTB-Info: Will use beamposition query for accurate
> > Flip time stamping.
> > > PTB-Info: Measured monitor refresh interval from
> > VBLsync = 16.659526
> > > ms [60.025719 Hz]. (120 valid samples taken,
> > stddev=0.099607 ms.)
> > > PTB-Info: Reported monitor refresh interval from
> > operating system =
> > > 16.666667 ms [60.000000 Hz].
> > > PTB-Info: Small deviations between reported values
> > are normal and no
> > > reason to worry.
> > > PTB-INFO: Using NVidia's GL_TEXTURE_RECTANGLE_NV
> > extension for
> > > efficient high-performance texture mapping...
> > > INTERNAL PSYCHTOOLBOX ERROR
> > > error: PsychError_internal
> > > general description: Unspecified error, probably
> > a Psychtoolbox bug
> > > specific description: mxGetString failed to get
> > the string
> > > module name: Screen
> > > subfunction call: DrawText
> > > file name:
> > Common\Base\PsychScriptingGlue.c
> > > function name: UNKNOWN
> > > line number: 2414
> > > ??? エラー ==> Screen
> > > (null)
> > >
> > > エラー ==> QuizJpn at 75
> > > Screen('DrawText',wPtr, cellstr{i}, hoffset,
> > > voffset*((2*i)-1),textcolor);
> > >
> >
> >
> >
>
>
>
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>
Dear Mario
Thank you for your information.
I'll wait for next 'beta' update.
Attached is japanese.txt file with Shift-JIS
character encoding.
I tried the trick but I could not succeed.
I used the following code to see the information.
Best regards
Luis
---------

fid = fopen('japanese.txt', 'r', 'n', 'Shift_JIS');
str_jis = fread(fid, '*char')';
fclose(fid);
disp(str_jis);
bytes_str = unicode2native(str_jis);

disp('Press any key...'), pause
screenNum=0;
[wPtr,rect]=Screen('OpenWindow',screenNum);
black=BlackIndex(wPtr);

% Text color and offset
Screen('TextSize', wPtr , 40);
Screen('TextStyle', wPtr , 0);
textcolor=[255 255 255];
voffset=round(rect(4)/20); % vertical offset for each
line of text
hoffset=35; % horizontal offset for
each line of text

Screen('FillRect',wPtr,black);
Screen('DrawText', wPtr, num2str(double(bytes_str)) ,
hoffset, voffset*((2*4)-1),textcolor);
Screen('Flip',wPtr);

while ~KbCheck; end % wait for a key press

Screen('CloseAll');

--- Mario Kleiner <mario.kleiner@...>
escribió:

> The next 'beta' update will probably contain an
> improved 'DrawText' implementation for Windoze.
> A complete rewrite, there is no shared code between
> the OS/X and Windows text renderers, apart from the
> very trivial bits you found.
>
> The new drawtext renderer will handle Unicode
> encoded text (UTF-16 encoding).
>
> Can you send me a bit of nice demo code which draws
> japanese text in Unicode? Are there standard fonts
> in Windows to do this?
>
> The trick will be to convert the Unicode text string
> into a double - vector, as on OS/X.
>
> If myunicodetext is a textstring, then
> Screen('DrawText', window,
> double(myunicodetext),...);
> will draw it.
>
> -mario
>
>
> --- In psychtoolbox@yahoogroups.com, Luis Ariel
> Diago <luis_a_diago@...> wrote:
> >
> > Dear Mario,
> >
> > Thanks for your information.
> >
> > I created an example that reads some Japanese text
> > from a file that uses the Shift-JIS character
> encoding
> > scheme. It creates a string of Unicode characters,
> > str, and displays the string. After the computer
> is
> > configured to display Japanese (Start-> Control
> > Panel-> Regional and Languages Options -> Regional
> > Options : Standards and formats -> Japanese) the
> > output of disp(str) is correct.
> >
> > The Shift-JIS character encoding scheme uses
> multibyte
> > characters encoding. As the OS/X version of
> > Screen('DrawText' ) can handle Unicode text
> encodings
> > what should I do to use it on windows? All my
> users
> > are Japanese and they can't read English.
> >
> > I was looking at the source files
> > (PsychWindowTextGlue.h and PsychWindowTextGlue.cc)
> and
> > I saw that you ported them from the OS/X version.
> > Do you have some advice to enable
> Screen('DrawText' )
> > can handle Unicode text encodings on Windows?
> > I'll really appreciate your help.
> >
> > Best Regards
> > Luis
> >
> > --- Mario Kleiner <mario.kleiner@...>
> > escribió:
> >
> > > Make sure your text string is really a char text
> > > string which only
> > > contains ASCII character codes, single-byte
> > > characters with
> > > values between 0 and 255.
> > >
> > > If you try to pass complex data types like cell
> > > arrays or multibyte
> > > characters, e.g., Unicode, PTB will fail to
> fetch
> > > your text string.
> > >
> > > Screen('DrawText') is pretty limited on Windows.
> The
> > > OS/X version
> > > can handle Unicode text encodings etc. Your
> > > cellstr() could be
> > > the first problem. The next could be that your
> text
> > > font doesn't
> > > encode its characters in 1 byte per char, but in
> > > Unicode?
> > >
> > > -mario
> > >
> > >



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Dear Mario,
Thanks again,
I'll send you the text file by e-mail.
Regards
Luis
--- Mario Kleiner <mario.kleiner@...>
escribió:

> Please send me the text file via e-mail. The
> Psychtolbox forum
> doesn't store attachments...
>
> The trick doesn't work because you'd need the not
> yet released
> new 'beta'. I'll bundle a little demo with the next
> beta to show
> what to do.
>
> In a nutshell it would look like:
>
> > fid = fopen('japanese.txt', 'r', 'n',
> 'Shift_JIS');
> > str_jis = fread(fid, '*char')';
> > fclose(fid);
> > disp(str_jis);
> --> native2unicode, not unicode2native!!
> > unistring = native2unicode(str_jis);
> --> draw
> Screen('DrawText', win, double(unistring), ....)
>
> -mario
>
> --- In psychtoolbox@yahoogroups.com, Luis Ariel
> Diago <luis_a_diago@...> wrote:
> >
> > Dear Mario
> > Thank you for your information.
> > I'll wait for next 'beta' update.
> > Attached is japanese.txt file with Shift-JIS
> > character encoding.
> > I tried the trick but I could not succeed.
> > I used the following code to see the information.
> > Best regards
> > Luis
> > ---------
> >
> > fid = fopen('japanese.txt', 'r', 'n',
> 'Shift_JIS');
> > str_jis = fread(fid, '*char')';
> > fclose(fid);
> > disp(str_jis);
> > bytes_str = unicode2native(str_jis);
> >
> > disp('Press any key...'), pause
> > screenNum=0;
> > [wPtr,rect]=Screen('OpenWindow',screenNum);
> > black=BlackIndex(wPtr);
> >
> > % Text color and offset
> > Screen('TextSize', wPtr , 40);
> > Screen('TextStyle', wPtr , 0);
> > textcolor=[255 255 255];
> > voffset=round(rect(4)/20); % vertical offset for
> each
> > line of text
> > hoffset=35; % horizontal offset
> for
> > each line of text
> >
> > Screen('FillRect',wPtr,black);
> > Screen('DrawText', wPtr,
> num2str(double(bytes_str)) ,
> > hoffset, voffset*((2*4)-1),textcolor);
> > Screen('Flip',wPtr);
> >
> > while ~KbCheck; end % wait for a key press
> >
> > Screen('CloseAll');
> >
> > --- Mario Kleiner <mario.kleiner@...>
> > escribió:
> >
> > > The next 'beta' update will probably contain an
> > > improved 'DrawText' implementation for Windoze.
> > > A complete rewrite, there is no shared code
> between
> > > the OS/X and Windows text renderers, apart from
> the
> > > very trivial bits you found.
> > >
> > > The new drawtext renderer will handle Unicode
> > > encoded text (UTF-16 encoding).
> > >
> > > Can you send me a bit of nice demo code which
> draws
> > > japanese text in Unicode? Are there standard
> fonts
> > > in Windows to do this?
> > >
> > > The trick will be to convert the Unicode text
> string
> > > into a double - vector, as on OS/X.
> > >
> > > If myunicodetext is a textstring, then
> > > Screen('DrawText', window,
> > > double(myunicodetext),...);
> > > will draw it.
> > >
> > > -mario
> > >
> > >
> > > --- In psychtoolbox@yahoogroups.com, Luis Ariel
> > > Diago <luis_a_diago@> wrote:
> > > >
> > > > Dear Mario,
> > > >
> > > > Thanks for your information.
> > > >
> > > > I created an example that reads some Japanese
> text
> > > > from a file that uses the Shift-JIS character
> > > encoding
> > > > scheme. It creates a string of Unicode
> characters,
> > > > str, and displays the string. After the
> computer
> > > is
> > > > configured to display Japanese (Start->
> Control
> > > > Panel-> Regional and Languages Options ->
> Regional
> > > > Options : Standards and formats -> Japanese)
> the
> > > > output of disp(str) is correct.
> > > >
> > > > The Shift-JIS character encoding scheme uses
> > > multibyte
> > > > characters encoding. As the OS/X version of
> > > > Screen('DrawText' ) can handle Unicode text
> > > encodings
> > > > what should I do to use it on windows? All my
> > > users
> > > > are Japanese and they can't read English.
> > > >
> > > > I was looking at the source files
> > > > (PsychWindowTextGlue.h and
> PsychWindowTextGlue.cc)
> > > and
> > > > I saw that you ported them from the OS/X
> version.
> > > > Do you have some advice to enable
> > > Screen('DrawText' )
> > > > can handle Unicode text encodings on Windows?
> > > > I'll really appreciate your help.
> > > >
> > > > Best Regards
> > > > Luis
> > > >
> > > > --- Mario Kleiner <mario.kleiner@>
> > > > escribió:
> > > >
> > > > > Make sure your text string is really a char
> text
> > > > > string which only
> > > > > contains ASCII character codes, single-byte
> > > > > characters with
> > > > > values between 0 and 255.
> > > > >
> > > > > If you try to pass complex data types like
> cell
> > > > > arrays or multibyte
> > > > > characters, e.g., Unicode, PTB will fail to
> > > fetch
> > > > > your text string.
> > > > >
> > > > > Screen('DrawText') is pretty limited on
> Windows.
> > > The
> > > > > OS/X version
> > > > > can handle Unicode text encodings etc. Your
> > > > > cellstr() could be
> > > > > the first problem. The next could be that
> your
> > > text
> > > > > font doesn't
> > > > > encode its characters in 1 byte per char,
> but in
> > > > > Unicode?
> > > > >
> > > > > -mario
> > > > >
> > > > >
> >
> >
> >
> > Comparte video en la ventana de tus mensajes
> (y también tus fotos de Flickr). Usa el
> nuevo Yahoo! Messenger versión Beta.
> > http://e1.beta.messenger.yahoo.com/
> > "ú–{Œê‚Å‚ ‚肪‚Æ‚¤‚²‚´‚¢‚Ü‚µ‚½?B
> >
>
>



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