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Member Since 14 Jul 2009
Offline Last Active Oct 12 2016 10:55 AM

Posts I've Made

In Topic: Handling png images as fonts

25 August 2016 - 09:04 AM

I think you are spot on! I will discuss this with them and will probably adjust the font exporter. Thanks a lot! 

In Topic: Handling png images as fonts

24 August 2016 - 12:00 PM

That is what I was thinking.


@Shaarigan: We use C++ in our proprietary engine and the graphics engine uses openGL for rendering. We actually get an image made in Photoshop containing the characters which is not exactly a font per se nor based on an existing font.


@Kylotan: Our custom font exporter actually only supports system fonts. Detecting an image as a font by the exporter would sound strange? 


This is what we usually get: 

Album: Custom Font
1 images

A simple image (like a sprite sheet perhaps?) Would it be similar to a Bitmap font?

In Topic: line segments having common endpoint

05 January 2013 - 09:03 PM


Thanks for the d >= abs(L0-L1) info.. I had figured out the L0+L1 part. Both of these would give if a solution exists or not. But I also want to know the configuration of the 2 line segments, as in also the point as well. I want my function to return a list of all such points. Because if I think of a brute force way, I can find atleast 3 points by moving by L0 parallel to  the 3 axes. The other points can be found by breaking L0 into x,y and z components if I am write. So if i have to iterate through a loop, how can I find the range of the loop it does not exactly go on a particular order when finding the point. 

In Topic: Setting up Nvidia PhysX SDK 3.2

02 October 2012 - 01:08 AM

I found the error: I was not including WIN32 in the preprocessor section of the properties

In Topic: Basic Ray tracing

23 April 2012 - 03:13 AM

oh god..i think i just realized i had been reading vertices from the wrong file...yes that quad was supposed to be a plane for the texture map that I had used in my rasterization program..i changed the file and it does not contain the plane but it still gives that white shade at the bottom..i think it might be due to the light direction or the shading equation..i shall check again