xargon
12-10-2005, 09:29 AM
Hi everyone,
How do OpenGL developers cope with font? I mean there seems to be only 2 choices:
- bitmapped fonts. These look really bad because of lack of anti-aliasing.
- load the font into a texture. This is also very limiting as I need to display unicode characters. A full unicode texture would, of course, overwhelm the graphics card...
Does anyone know of another technique or might have done this in another way... that lets you render anti-aliased fonts... I do not need to do any stretching/rotating etc. I just need to display them in a presentable way.
Thanks,
xargy
How do OpenGL developers cope with font? I mean there seems to be only 2 choices:
- bitmapped fonts. These look really bad because of lack of anti-aliasing.
- load the font into a texture. This is also very limiting as I need to display unicode characters. A full unicode texture would, of course, overwhelm the graphics card...
Does anyone know of another technique or might have done this in another way... that lets you render anti-aliased fonts... I do not need to do any stretching/rotating etc. I just need to display them in a presentable way.
Thanks,
xargy