Sign in to follow this  
cyberninjaru

OpenGL 3D Text

Recommended Posts

Hello all, I have a quick question. Do I have to use the Microshaft framework in order to render 3D text? I tried using wgl as per the OpenGL Superbible and my text won't appear. Here are the functions I use to create a font and print to the screen

HDC	hDC=NULL;		//Private GDI Device Context
GLuint	base;	             //Base Display List For The Font Set
GLYPHMETRICSFLOAT gmf[256]; //Storage For Information About Our Outline Font Characters


GLvoid BuildFont(GLvoid)							
{
	HFONT	font;										//Windows Font ID

	base = glGenLists(256);								//Storage For 256 Characters

	font = CreateFont(-12,      						//Height Of Font
						0,								//Width Of Font
						0,								//Angle Of Escapement
						0,								//Orientation Angle
						FW_BOLD,						//Font Weight
						FALSE,							//Italic
						FALSE,							//Underline
						FALSE,							//Strikeout
						ANSI_CHARSET,					//Character Set Identifier
						OUT_TT_PRECIS,					//Output Precision
						CLIP_DEFAULT_PRECIS,			//Clipping Precision
						ANTIALIASED_QUALITY,			//Output Quality
						FF_DONTCARE|DEFAULT_PITCH,		//Family And Pitch
						"Comic Sans MS");				//Font Name

	SelectObject(hDC, font);							//Selects The Font We Created

	wglUseFontOutlines(	hDC,							//Select The Current DC
						0,								//Starting Character
						255,							//Number Of Display Lists To Build
						base,							//Starting Display Lists
						0.0f,							//Deviation From The True Outlines
						0.2f,							//Font Thickness In The Z Direction
						WGL_FONT_POLYGONS,				//Use Polygons, Not Lines
						gmf);							//Address Of Buffer To Recieve Data
}



GLvoid glPrint(const char *fmt, ...)					
{
	float		length=0;								//Used To Find The Length Of The Text
	char		text[256];								//Holds Our String
	va_list		ap;										//Pointer To List Of Arguments

	if (fmt == NULL)									//If There's No Text
		return;											//Do Nothing

	va_start(ap, fmt);								    vsprintf(text, fmt, ap);						
	va_end(ap);											

	for (unsigned int loop=0;loop<(strlen(text));loop++)	//Loop To Find Text Length
	{
		length+=gmf[text[loop]].gmfCellIncX;			//Increase Length By Each Characters Width
	}

	glTranslatef(-length/2,0.0f,0.0f);					//Center Our Text On The Screen
	glPushAttrib(GL_LIST_BIT);							//Pushes The Display List Bits
	glListBase(base);									//Sets The Base Character to 0
	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	//Draws The Display List Text
	glPopAttrib();										//Pops The Display List Bits
}


In my RenderScene(), I use this:
      glPushMatrix();
	      glTranslatef(60.0f, 50.0f, 0.0f);
		glColor3ub(0, 255, 0);
		glPrint("OpenGL!");	
	glPopMatrix();

So, can someone please let me know whether or not I have to use Microshaft's window foundation? Thanks in advance

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this