However, at some point I realized that in order for me to support high quality text (i.e. It was easy, fast and great to have text display implemented without any real work :) It's a great tool. Initially, I went with a quick implementation using Codehead's Bitmap Font Generator (CBFG). Interested? Keep reading for details and a download of full source code that can be used immediately in any project, without limitation! Sadly, these implementations did not translate well to OpenGL ES.so I had to do it again :) Before starting with my Android game, I had already done this multiple times for both Direct3D and OpenGL, using methods ranging from static text on a bitmap to complete bitmap fonts (usually generated via a tool). Because of this unexplainable shortcoming, we have to implement text rendering on our own. One of the most frustrating things I have encountered while working with 3D APIs (such as OpenGL) is the complete lack of support for text rendering. It describes the method I used for rendering high-quality dynamic text efficiently using OpenGL ES 1.0, with TrueType/OpenType font files. Added a Scala port of the code, provided by Alexey Aksenov. Added a version that includes z-values for rendering text Added a version that works with OpenGL ES 2.0, provided Added v1.1 of the standard example code, with a smallįix to clear vertex array state after drawing.
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