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Posted 23 February 2009 - 08:24 AM
Posted 23 February 2009 - 08:23 PM
Now for a new command. glRasterPos2f(x,y) will position the Bitmapped Font on the screen. The center of the screen is still 0,0. Notice there's no Z position. Bitmap Fonts only use the X axis (left/right) and Y axis (up/down). Because we translate one unit into the screen, the far left is -0.5, and the far right is +0.5. You'll notice that I move 0.45 pixels to the left on the X axis. This moves the text into the center of the screen. Otherwise it would be more to the right of the screen because it would be drawn from the center to the right.
Posted 23 February 2009 - 10:04 PM
Posted 24 February 2009 - 11:22 AM
Original post by Sonic-blue-knight
Well I read that on the tutorial but guess I didn't understand everything.
So.. texts are really limited on the screen, aren't they?
If I wanted a text sliding horizontally on the top of the screen it would be really bad cause the text appears just on those regions, Am I right?
Changing the projection of the camera while testing a 3d world with the text it would affect the rest of visible objects too, wouldn't it?.
Thanks for your help.! ^^
Edit: Well, at least outline fonts can move freely around the screen without disppearing when the first character is out of the screen.