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Fonts...an easier way?
I have the font.tga file from the tutorials, and i''ve made my own font.tga with different font, but come on! It takes forever and your eyes get all hurt from squinting. And i have a 19" monitor too! You end up looking like you''ve been smoking crack for days just to find out you messed up. Is there an easier way to create a font.tga without manually doing it the way i described above? Is there a program or something? Please, show me the light! Well, dont show me the bright light, my eyes cant take it from squinting so much
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I use the GLF library.
http://romka.demonews.com/projects/glf/index_eng.htm
http://romka.demonews.com/projects/glf/index_eng.htm
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.
Heh, you are always the first to answer my questions Null
You are one of the biggest life savers i know. My poor eyes couldnt take it no more and my texture artists didnt want to do the work
hehe.
Thnx again.
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Thnx again.
Hmm. The only problem I have with fonts is the speed. I write one line of words to my OGL program and the whole computer is as slow as a turtle on depressants.
Thats probably because it is 200mhz.
Thats probably because it is 200mhz.
------------------------------Put THAT in your smoke and pipe it
OK ... The problem with bitmaps fonts is the fact that they aren''t scalable to higher resulotions. How about this as a work around ...
Create several font textures for differnet resolutions, and use the the nearest depending on screen res?
ie - create several font bitmaps, and calculate the closest match? I except that you will still need glScale funtions to make the appropriate size - but at least this will reduce resolution artifacts.
You must understand that as soon as you change resolution the font ''sharpness'' will dissapear (assuming that you are scaling) - but you can at least create several versions to fit the average res.
Create several font textures for differnet resolutions, and use the the nearest depending on screen res?
ie - create several font bitmaps, and calculate the closest match? I except that you will still need glScale funtions to make the appropriate size - but at least this will reduce resolution artifacts.
You must understand that as soon as you change resolution the font ''sharpness'' will dissapear (assuming that you are scaling) - but you can at least create several versions to fit the average res.
How can one system be slower than another? SURELY - if you use texture mapped fonts, then you are using the fastest possoble approach!
Maybe you could improve upon this (slightly) by creating a seperate texture for each character.
But mapping a texture to a simple poly shouldn't be that slow - I'd love to see your system spec Drizzt DoUrden. Do you have a modern video card?
Edited by - Shag on December 11, 2001 8:59:16 PM
Maybe you could improve upon this (slightly) by creating a seperate texture for each character.
But mapping a texture to a simple poly shouldn't be that slow - I'd love to see your system spec Drizzt DoUrden. Do you have a modern video card?
Edited by - Shag on December 11, 2001 8:59:16 PM
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