internal static void Initialize() { NVG.InitOpenGL(); Engine.NVGCtx = NVG.CreateGL3(NVG.NVG_DEBUG | NVG.NVG_ANTIALIAS); string[] Fonts = ContentManager.GetAllFonts(); List <string> LoadedFonts = new List <string>(); foreach (var Font in Fonts) { string FontName = Files.GetFileName(Font); NVG.CreateFont(Engine.NVGCtx, FontName, Font); LoadedFonts.Add(FontName); } // Every font is the fallback for every other font. TODO: Is this even a good idea? for (int i = 0; i < LoadedFonts.Count; i++) { for (int j = 0; j < LoadedFonts.Count; j++) { if (i == j) { continue; } NVG.AddFallbackFont(Engine.NVGCtx, LoadedFonts[i], LoadedFonts[j]); } } NVG.ImagePattern(Engine.NVGCtx, 0, 0, 100, 100, 0, 0, 0); }