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  • Hash : 6829d29a
    Author : henry
    Date : 2001-12-11T03:56:17

    rejigged the advance and render functions to make them sleaner...not really

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  • Git HTTP https://git.kmx.io/kc3-lang/ftgl.git
    Git SSH git@git.kmx.io:kc3-lang/ftgl.git
    Public access ? public
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    https://github.com/ulrichard/ftgl

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    thodg_w thodg_m thodg_l kc3_lang_org Baptiste thodg
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  • README.txt

  • FTGL 1.3b3
    November 13 2001
    
    DESCRIPTION:
    
    FTGL is a free open source library to enable developers to use arbitrary
    fonts in their OpenGL (www.opengl.org)  applications.
    Unlike other OpenGL font libraries FTGL uses standard font file formats
    so doesn't need a preprocessing step to convert the high quality font data
    into a lesser quality, proprietary format.
    FTGL uses the Freetype (www.freetype.org) font library to open and 'decode'
    the fonts. It then takes that output and stores it in a format most efficient
    for OpenGL rendering.
    
    Rendering modes supported are
    - Bit maps
    - Antialiased Pix maps
    - Texture maps
    - Outlines
    - Polygon meshes
    - Extruded polygon meshes
    
    FTGL is designed to be used in commercial quality software. It has been
    written with performance, robustness and simplicity in mind.
    
    USAGE:
    
    	FTGLPixmapFont font;
    	
    	font.Open( "Fonts:Arial");
    	font.FaceSize( 72);
    	
    	font.render( "Hello World!");
    
    This library was inspired by gltt, Copyright (C) 1998-1999 Stephane Rehel
    (http://gltt.sourceforge.net)
    Bezier curve code contributed by Jed Soane.
    Demo, Linux port, extrusion code and gltt maintainance by Gerard Lanois
    Linux port by Matthias Kretz
    Windows port by Max Rheiner
    Bug fixes by Robert Osfield
    
    Please contact me if you have any suggestions, feature requests, or problems.
    
    Henry Maddocks
    henryj@paradise.net.nz
    http://homepages.paradise.net.nz/henryj/
    
    
    
    //========================================================================
    
    Things to think about...
    
    The whole char size thing is major headache.
    At the moment if you call font.CharSize( x) the glyph list is destroyed and
    rebuilt, which will be really, really, really inefficient if you change sizes
    often. Will the freetype cache stuff help? What about the new (FT 2.0.5)
    FTSize public api.
    
    When is the best time to construct the glyphList? After the call to Size(x)
    is the earliest but what happens if the client doesn't set the char size?
    Define a default size, check if glyphlist is valid in render function, if
    not call size with default size.
    
    Might have to move the init code out of the glyph constructors into an
    init function so that they can return errors.
    
    good sites...
    http://cgm.cs.mcgill.ca/~luc/
    http://www.blackpawn.com/texts/lightmaps/default.html
    
    glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
    should really check at run time.
    
    
    
    Check that I do this properly..
    ============================
    
    Dave Williss a ˇcrit :
    
    Question:
    
    If I do this...
    
        TT_New_Glyph(face, &glyph);
        for (i = 0 ; i < n ; ++i) {
            TT_Load_Glyph(instance, glyph, index[i], flags);
                ... use glyph...
        }
    
        TT_Done_Glyph(glyph)
    
    Will I be leaking memory on each call to Load Glyph or
    should I create and destroy the glyph handle for each call?
    Seems terribily inefficient but to do that, but doing it as
    above I seem to be leaking memory.
    
    
    No, this is the correct behaviour. Each call to TT_Load_Glyph
    overwrites the previous content.. and this was designed on
    purpose because the real content of a TT_Glyph object is
    _really_ complex with TrueType, and you don't want to create
    them on each glyph load..