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http://www.opengl.org/archives/resources/features/fontsurvey/

Features Articles and Tips - Iceweasel

Contents Introduction This document describes the known methods for displaying text inside an OpenGL program.

GLF library examples - Iceweasel

H m m m m G o o d o l d E r r o r 4 0 4 You've tried to access a page that doesn't exist on this server, has been shifted to a new location, or for which the spelling checker/corrector couldn't find a close enough match. If the URL you were trying was a link on one of my pages, please tell me about it including the URL of the page with the bad link. You can contact me by email at the address shown on my " front page " If the link was on another server please let them know....but if you can't be bothered, I understand. http://local.wasp.uwa.edu.au/~pbourke/oldstuff/glf/

FAQ / 17 Using Fonts - Iceweasel

17.010 How can I add fonts to my OpenGL scene? OpenGL doesn't provide direct font support, so the application must use any of OpenGL's other features for font rendering, such as drawing bitmaps or pixmaps, creating texture maps containing an entire character set, drawing character outlines, or creating 3D geometry for each character. Use bitmaps or pixmaps The most straightforward method for rendering simple fonts is to use a glBitmap() or glDrawPixels() call for each character. The result is simple 2D text, which is suitable for labeling GUI controls, annotating 3D parts, etc. glBitmap() is the fastest and simplest of the two, and renders characters in the current color. You can also use glDrawPixels() if required. http://www.opengl.org/archives/resources/faq/technical/fonts.htm

OpenGL:Tutorials:Font System - GPWiki - Iceweasel

http://content.gpwiki.org/index.php/OpenGL:Tutorials:Font_System From GPWiki This page documents a rather simple font system for OpenGL (using C++ ). It consists of two parts - a command-line tool to generate font files from true type fonts, and a component you add to a program to actually load and draw the font. Blob Shepherd uses this font system. While there are certain advantages to using the technique described below, some may wish to support loading of TrueType fonts within their OpenGL programs. James Turk has has put together a class (based on this page) that does just that in GLFT_Font .
http://homepages.paradise.net.nz/henryj/code/#FTGL

Henry Maddocks' Home Page - Iceweasel

This software isn't fit for any particular purpose and I wont be held liable for any damages suffered as a result of using, modifying or distributing this software or its derivatives. It shouldn't be used in the operation of nuclear facilities, aircraft navigation or communication systems, air traffic control, direct life support machines, or weapons systems. If you use anything on this page I'd appreciate an email. If you make any changes ( preferably improvements) I'd love to see them.

glFont Frequently Asked Questions - Iceweasel

Brad Fish's Homepage [ Home ] [ glFont ] [ Mirage ] [ Articles ] [ Links ] [ Finger bfish@cs.byu.edu ] [ Mail bhf5@email.byu.edu ] glFont [ Home ] [ News ] [ Download ] [ Bugs and Comments ] [ glFont in a Nutshell ] [ Origin of glFont ] [ glFont Usage ] [ glFont API ] [ glFont FAQ ] Contents http://students.cs.byu.edu/~bfish/glfontfaq.php
http://acornheroes.com/2009/04/adding-font-support-in-opengl/ *Update* Brandon Mantzey very kindly pointed out a glaring bug in the code accompanying this post… Never fear, I’ve tracked down the idiot responsible (me), and it’s all good now. The bug was actually two bugs – first I was confusing the width in pixels of a character’s texture and the space it takes on screen. Secondly I was working from the bottom left corner of a string, where as I should have been working from the top left.

Adding Font support in OpenGL - Acorn Heroes - Iceweasel

Texture-mapped font for OpenGL ES - Forum Nokia Wiki - Iceweasel

http://www.developer.nokia.com/Community/Wiki/Texture-mapped_font_for_OpenGL_ES_1.x An efficient approach to implement fonts in OpenGL is to use a single texture-mapped quad for each character. This technique has very good performance and presents nice results. At this link [1] , there is more information on this subject. glFont The glFont tool [2] is a well-known Windows application and API to generate textures for fonts, and to render them using OpenGL.
Chapter Objectives After reading this chapter, you'll be able to do the following: So far, most of the discussion in this guide has concerned the rendering of geometric data - points, lines, and polygons. http://fly.cc.fer.hr/~unreal/theredbook/chapter08.html

Chapter 8 - OpenGL Programming Guide (Addison-Wesley Publishing

Rendering strings without OS support is always pain in the ass. Add different font faces, font sizes and languages into the mix and it is not funny any more. I like typography and I like having good font rendering in my apps. Sean's awesome stb_truetype was such a relief for me. No more big and ugly Freetype to be included with your project! Now that actually generating the glyphs was not a problem anymore, I thought I'd try to create a font cache which would allow me to load few fonts faces and render strings as any font size I please.

Font Stash - Iceweasel

http://digestingduck.blogspot.com/2009/08/font-stash.html

s Programming Page - BMF_Font - Iceweasel

BMF_font library is an OpenGL font library. It can be used to load .bmf font files generated with "bmfgen" and display text in an OpenGL application. Features: Convert any TrueType font to a .bmf file using the bmfgen tool Colored text Transparent text Rotation and scaling horizontal and vertical alignment of text is adjustable Version 1.01 now also supports the extended ASCII characters