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Narkster

*NOT* Blending 2D texture fonts over textures

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I was wondering if there was a way around this problem. When I use 2D texture font over other textures the fonts are very transparent. I have to use blending when I create the 2D fonts to get rid of the black squares but is there anything I can do about the fonts "fading" on the other textures? I have already tried glColor4f and using blending exclusively during the creating of the quads for the fonts. Thanks, -Nark

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BTW, anyone know where I can get a good font builder? NeHe had a really good one on his downloads page, but I can''t find it anymore, assuming he took it down long ago when he redid the site.

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You can try http://www.lmnopc.com/bitmapfontbuilder/. I wrote a program that takes an image (actually .rim images, my own format) and (provided with the number of columns and rows) aligns all characters to the left, then calculates their width and stores it all in a file. The best part of having such a tool is that you''re not stuck with any single font to texture program. I''d advise you to do the same.

[Resist Windows XP''s Invasive Production Activation Technology!]

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Thanks a lot! I''ve really been looking for one, it''s pretty cool that you took the time to write your own format. Nice work As a matter of fact, this was the program I was just looking for, I used it before for one of my games, but lost it ( I grieved for weeks). Thanks for helping me out.

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NaV, I can''t seem to get that Alpha thing working, are you saying like this?
  
glAlphaFunc(GL_GREATER, 1.0f);
glBindTexture(blah);
glEnable(GL_ALPHA_TEST);
//inser tex coords and verticies here

glDisable(GL_ALPHA_TEST);


That''s the way I''m doing it, but it just loads the same texture..

Thanks,
-Nark

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