Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Eber Kain

wglUseFontOutline? curiosity question

This topic is 6265 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ive been thinking of adding text support to my engine, and i ran across this functions in the MSDN, anyone have any opinions on it?

Share this post


Link to post
Share on other sites
Advertisement
Hi Eber,

It is my understanding that anything using bitmap fonts (wgl or glx type funcs) is a bit slow to be practical in games and stuff. (I can''t be sure if this is true of stoke-type fonts though...)

It is generally preferred to use a texture map font, where you have all your characters drawn on sumfin like a 256x256 texture map (knock up a nice piccy in Paint or the like...), you draw a textured quad for each character, and you twiddle the tex coords to choose the character you want.

I am yet to get off my slack arse and make a proper tex-map text class though...

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!