Reverse engineer a displaylist...
Hi folks,
is there a way to get the vertex data from a displaylist?
I would like to use wglUseFontOutlines() to create a font and store the vertex data of each glyph in a file, to be able to use the same font on operating systems that don''t support the wgl funktions.
What do you think about the idea?
Hell ain''t a bad place, hell is from here to eternity!
Interesting idea. Not sure, but your best bet is probably to have a look at GLTrace and see if it logs the vertices as the display list is created.
[size="1"]
What you''re suggesting, isn''t possible with openGL. However, try getting the Mesa source code, and modifying it to give you a list of the vertices that you are after.
Regards
Regards
Hi again,
i currently try to enhance gltrace with a funktion that allows me to enable/disable tracing during runtime. (to be able to just trace the commands that i am interrested in)
Shag, why can''t i use gltrace to capture the vertex data from a font? (i just played a bit with it, maybe i missed something...)
My second idea to capture the vertex data from a font is to modify an open source opengl font library called FTGL. Unfortunatly it''s a verry huge library - thats why i decided to use gltrace.
I did''nt thought about mesa yet, but i''ll take a look at it.
Thanks for your ideas,
XFire
i currently try to enhance gltrace with a funktion that allows me to enable/disable tracing during runtime. (to be able to just trace the commands that i am interrested in)
Shag, why can''t i use gltrace to capture the vertex data from a font? (i just played a bit with it, maybe i missed something...)
My second idea to capture the vertex data from a font is to modify an open source opengl font library called FTGL. Unfortunatly it''s a verry huge library - thats why i decided to use gltrace.
I did''nt thought about mesa yet, but i''ll take a look at it.
Thanks for your ideas,
XFire
Hell ain''t a bad place, hell is from here to eternity!
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