wglUseFontOutline? curiosity question
Ive been thinking of adding text support to my engine, and i ran across this functions in the MSDN, anyone have any opinions on it?
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.
Hi Eber,
It is my understanding that anything using bitmap fonts (wgl or glx type funcs) is a bit slow to be practical in games and stuff. (I can''t be sure if this is true of stoke-type fonts though...)
It is generally preferred to use a texture map font, where you have all your characters drawn on sumfin like a 256x256 texture map (knock up a nice piccy in Paint or the like...), you draw a textured quad for each character, and you twiddle the tex coords to choose the character you want.
I am yet to get off my slack arse and make a proper tex-map text class though...
It is my understanding that anything using bitmap fonts (wgl or glx type funcs) is a bit slow to be practical in games and stuff. (I can''t be sure if this is true of stoke-type fonts though...)
It is generally preferred to use a texture map font, where you have all your characters drawn on sumfin like a 256x256 texture map (knock up a nice piccy in Paint or the like...), you draw a textured quad for each character, and you twiddle the tex coords to choose the character you want.
I am yet to get off my slack arse and make a proper tex-map text class though...
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It isn''t the fastest method in the world, and it isn''t portable. Do what Bad Monkey suggest and use texture fonts. NeHe has a pretty simplistic function that demonstrates this in his tutorials.
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[Resist Windows XP''s Invasive Production Activation Technology!]
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