FONT GLYPHS OPENGL HOW TO
I assume you know how to write bytes to memory. Well, in the specific phrase you quoted I'm talking about a plain-ol' buffer. What's the best way to implement this? Thank you =)
5) I've also seen some people, on certain sites, reference using a GLSL shader to render bitmap fonts to the screen? Right now I only have basic experience thus far with a basic vertex shader and a fragment shader. 4) Use glBlitFramebuffer directly onto the backbuffer? This function has pixel-perfect parameters but I get the impression that calling this function once per letter would be. Render-to-texture tutorials I've found often use the function glViewport(), but this is only for rendering the entire window to a texture, I think. 3) Create a FramebufferObject and attached Texture object, and somehow write to the Texture object (probably only one time), not sure which function I need to do the actual draws. I just want to paste the pixels directly to the screen. 2) Render each letter to a quad? This seems iffy to me as I do not require any transforms from projection space, screen space, filtering, etc. 1) The TTF-to-pixel way, which I don't want I'm not fully comfortable yet with OpenGL but I've come across several different possibilities as methods:
FONT GLYPHS OPENGL CODE
Not necessarily looking for anyone to write code for me, concepts and/or links are great, unless code would be useful to help explain. This is not what I want, as I already have my own texture atlas'd bitmap font on a single 128x128 image.įurthermore, I don't need or want any texture filtering, scaling, rotating, etc - I just want to plaster the pixels of the letter directly onto the screen at a pixel-perfect 1:1 ratio.
Could someone offer their opinion (or statements of fact :)) on which method is the best way to render a bitmap font in OpenGL? Most tutorials I have found do something like: load up a TTF and convert it to a pixel image.