wglUseFontOutline? curiosity question
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?
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...
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...
It isn''t the fastest method in the world, and it isn''t portable. Do what Bad Monkey suggest and use texture fonts. NeHe has a pretty simplistic function that demonstrates this in his tutorials.
[Resist Windows XP''s Invasive Production Activation Technology!]
[Resist Windows XP''s Invasive Production Activation Technology!]
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