Fonts in OpenGL (possible options)

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2 comments, last by slicer4ever 11 years, 3 months ago

I have been look at this and it seems the NeHe tutorial for FreeType fonts (http://nehe.gamedev.net/tutorial/freetype_fonts_in_opengl/24001/ ) is the most reasonable solution... There are some frameworks but these seems to be not documented and/or have rumours to be slow. Or maybe there are other solutions you could recommend?

I'm asking for a practical solution, what you personally found the best and most hasslefree.

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Textured quads with signed distance field textures are the one solution that works well, and with good quality.

Read this: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

Give freetype-gl a look-through, its simple and has support for quite a few font features (as well as signed distance fields). It also has so code reuse features, so you can use the same code to render primitives and 2D-textured quads.

If you do not need perfectly scalable fonts, then plain old bitmap fonts are very simple and hassle-free.

You can see my minimal implementation here

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windows has wglUseFontOutline

however i'm in the camp of just using textured quads to render font(generated via LibFreeType), you could also use the geometry shader/vertex points to pass even less data to the gpu for on-demand font drawing.

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