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webjeff

wglUseFontOutlines Looks Crappy

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wglUseFontOutlines looks very pixelated and distorted, I think cause I had to scale it up 15,15,15 for it to show up the size I wanted. So how can I either add more verts to sharpen the 3d text or have it generate at a larger size. There's gotta be a way, I couldn't imagine this only being set to a fixed size and you have to stretch it to fit what you want so it looks bad ya know? Thanks Jeff.

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I use it. A lot :)

1. Make sure you create your actual HFONT with ANTIALIASED_QUALITY.
2. Make sure the deviation (fifth parameter) is small enough. From low to perfect quality, I use 0.1, 0.01, 0.001, 0.

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I don't think ANTIALIASED_QUALITY would matter with wglUseFontOutlines(). You're creating polygons,
not a bitmap.

If you want smooth wglUseFontOutlines fonts, the only way I know how to do it is to enable multi-sampling
for OpenGL. See docs on WGL_ARB_multisample, GL_MULTISAMPLE_ARB and wglGetExtensionsStringARB.

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