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Latest fontrendering Activity

Suggestions regarding rendering UI elements and text with OpenGL

We in our AAA toolbox use batching all the time regardless if it is just a button or a full blown game UI. The reason is as I wrote in your other quaestion, that GPU is faster in parallelizing a single draw call to a huge buffer than a lot of smaller draws. So what we have is that every part of the…

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hplus0603 said:

Something that renders each character as it's own quad ends up generally being bad at things like kerning, ligatures, and context-dependent character shapes. These are important in high-quality text, but kind-of don't matter for simulated sci-fi console logs …

I prefer to render full …

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