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Rendering OSD text with good quality


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Posted 05 August 2014 - 04:29 AM

Hi there,

 

i want to render lots of OSD texts on my current opengl based game, using different font sizes, colors, etc.

In the past i used bitmap fonts for such tasks, but these had the problem to have bad rendering quality when up-scaled.

What techniques are used nowadays? I am searching for a technique (not a library!) which does not have a hard impact on the draw rate.

 

Thanks in regards,

Final

 


C#, Java, JavaScript are nice languages - Very Easy to code with - BUT it shakes your brain when you swap back to C or any other low level language...


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Posted 05 August 2014 - 06:22 AM

As long as "with color" just mean unicolored, try "distance field font" in a search engine.



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Posted 05 August 2014 - 07:46 AM

Unless you can't agree with the "reproduce copyright" part of the license, this library is probably what you are looking for.

 

(Yes, you did say you're not looking for a library. But you are, believe me. You don't want to write this on your own when there's one that already works.)


Edited by samoth, 05 August 2014 - 07:47 AM.


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Posted 05 August 2014 - 08:21 AM

As long as "with color" just mean unicolored, try "distance field font" in a search engine.

 

Actually gradients, outlines, shadows etc can be quite easily added to distance field fonts by writing a custom shader.

 

Here's a screenshot from the opening credits in our current project. The text rendering is based on a single 1024x512 sized distance map containing about 120 glyphs.

 

Click for the unscaled image:

bout2 text rendering


Edited by Lithander, 05 August 2014 - 08:30 AM.





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