Yes, the code scans the buffer bitmap (the size of which is determined by a rough metrics returned by GDI+) pixel by pixel and determines its bounds. It's primitive and it certainly could be...
Type: Posts; User: Inagawa
Yes, the code scans the buffer bitmap (the size of which is determined by a rough metrics returned by GDI+) pixel by pixel and determines its bounds. It's primitive and it certainly could be...
Usage of installed fonts is not Pango's limitation, but merely my own. I don't care for portable fonts enough to bother with converting the .NET Font object to the Pango Font object. And yes, all the...
The Renderer uses only OpenTK, FontMap uses OpenTK, Pango and Cairo. The block closely uses FontMap. I can PM you the source to the classes you want to see, or I can post them here if anyone else is...
It's the result of this code:
So, basically the fontmap uses Pango to paint all the glyphs that you need (e.g., FontMap.BasicLatin) into a dynamically managed buffer.
The rendered glyphs are...
Here's how it looks after a complete rewrite (word-wrapping words but not spaces, some optimizations) if anyone still cares.
http://imageshack.us/a/img337/1004/screen2rg.png
This is how the...
Success, brothers!
http://imageshack.us/a/img441/6105/screentextboxv4.png
The color is (0.15, 0.15, 0.15) so the contrast isn't that painful on the eyes. What do you guys think, could you read...
Where is the fun in doing things like every other bloke? I want to see if my fontmap is possible, for it should theoretically perform much better. I will obviously use Pango itself to render text if...
Don't say his name, let's refer to him as "the guy who believes he gets to play god on his own planet after he dies". A little long, though.
Now, to the fonts. I have managed to get Pango up and...
Why all the hostility towards him?
My fontmap doesn't just pick some random glyphs and slap them on a texture, you tell it which exact symbols you need represented (there are a few constants in place so you don't need to write them by...
I am proud to report that so far I've been successful. I am now rendering text with subpixel filtering and the quality seems awesome so far.
I've also made some drastic changes in design of the...
I said I'd like to avoid using external libraries, but I will use them if there's no other way. And GDI+ may be an external library to you (C++), but not to me - it's part of .NET.
I'll have a...
michagl: Well, the story is basically that I need a way of not only rendering the glyphs in good quality, but I also need all the glyph metrics, so I can position the glyphs individually.
GDI+...
I am not working exclusively with Windows, actually. The use of GDI+ (a painful experience as it were) is just temporary.
So how would you gentlemen advise me to continue?
The fonts themselves...
I agree, I came to much the same conclusion. But I was concerned about the performance, since I will have to - as you said - generate the quads. Anyway, I will try that and get back to you on this.
I am using GDI+, not GDI. And if I'm not mistaken, DirectWrite is the only thing superseding GDI+, no? I may be wrong, though. I really needed some robust way of rendering text as soon as possible so...
Thanks for the suggestion, but this seems like more work than it would be worth. At least for now, when it's more important to get a basic UI going.
Hi there,
I wanted to share a (glimpse at a) cool thing that I made and ask how I could improve it. I am really giddy about the fact that it worked out nicely, so excuse the gloating that's...
I haven't, I stand corrected. And I didn't trust it, that's why I asked here. :)
They indicate no such thing. In the writer's own words: Yep, that's what they say, but it doesn't work. I went through all the papers and tips articles I could find and tried all combinations of...
glMapBuffer, how I mock thee!
Anyway, I am now playing with glMapBuffer, drawing 75,000 quads with 30 FPS and glMapBuffer-ing all of those vertices every frame. Quite a nice performance, though I...
Awesome, although I understand about half of what you guys wrote, you've given me something to think about. I also have read most of the pdf from codepilot - thanks a lot for that, it's packed full...
Hello all,
I am creating a GUI system with colored geometry (i.e. the only textures in the GUI will be a bitmap text). I am using 3.1+ OpenGL. Since everything will be formed by a quad, and since...