title: How to draw TrueTypeFont when using Iw2d in Marmalade?
body: <p>In a game done with Iw2D I would like to use TTF fonts, which are supported by IwGx module.
  I read that it is doable to use IwGxFont module with Iw2D, but I must be missing something as
  the text doesn't appear. It compiles and runs, just there is no text. </p>
  
  <p>Code:</p>
  
  <pre><code>Iw2DInit();
  DPI::dpiInit();
  IwResManagerInit();
  IwGxFontInit();
  IwGetResManager()-&gt;LoadGroup("IwGxFontTTF.group");
  font = (CIwGxFont*)IwGetResManager()-&gt;GetResNamed("Serif_6", "CIwGxFont");
  ...
  while (!s3eDeviceCheckQuitRequest()) {
      s3ePointerUpdate();
      s3eKeyboardUpdate();
      if (s3eKeyboardGetState(s3eKeyAbsBSK) &amp; S3E_KEY_STATE_DOWN) {
          break;
      }
  
      current_time = s3eTimerGetMs();
      const float dt = (current_time - last_frame_time)/1000.0f;
      last_frame_time = current_time;
  
      Iw2DSurfaceClear(0xffffffff);
      game-&gt;draw(dt);
  
      IwGxFontSetCol(0xffa0a0a0);
      IwGxFontSetRect(CIwRect(10,40,(int16)IwGxGetScreenWidth()-20,40));
      IwGxFontSetAlignmentVer(IW_GX_FONT_ALIGN_BOTTOM);
      IwGxFontSetFont(font);
      IwGxFontDrawText("Lorem ipsum dolor sit amet");
      IwGxFlush();
      Iw2DSurfaceShow();
  
      s3eDeviceYield(0);
      logger.log(dt);
   }
  </code></pre>