Jump to content
  • Advertisement

Archived

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

Cass

"Menu" navigation/creation with OGL

This topic is 6061 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

mm, I thought there was a tutorial on menu creation, but I didn''t see it. By menu I mean.. well, a menu. i.e. View Change Quit and selecting one brings up the sub menu on the screen.. (don''t need to be selectable with mouse, i am trying to stay away from DX, as these don''t run the DX8sdk at all.. (win95.. can''t find old SDK''s either.) I was planning on using bitmap and or outline fonts for the menu, the ones taught in the tutorial section 11-15. any direction would be useful, thanks

Share this post


Link to post
Share on other sites
Advertisement
There's no tutorial about menu creation. At least, not yet at NeHe.

If you need a simple menu, I recommend to draw some bitmaps at the end of the rendering so that it appears in front of everything drawn. It's called post-rendering.
Moreover, if you look for performance you should use bitmaps instead of textures, unless you'd like to add effects like menus zooming or rotating as they appear and/or disappear.

I wouldn't use outline fonts since it costs a huge ammount of CPU for what it does. Outline fonts are very cool in 3D, but in 2D they just don't worth it.

Edited by - vincoof on January 10, 2002 3:05:36 PM

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!