FTGL 1.31 January 30 2002 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 & Ellers Bug fixes by Robert Osfield & Marcelo E. Magallon Please contact me if you have any suggestions, feature requests, or problems. Henry Maddocks henryj@paradise.net.nz http://homepages.paradise.net.nz/henryj/ //============================================================================== Version 2?????? My initial design of FTGL was in 2 distinct parts...the freetype stuff and the FTGL stuff. The freetype side contained wrappers for the freetype stuff (surprise) and the ftgl side handled all the opengl stuff. All communication was done via FTFace <-> FTFont. This felt right from a design point of view because conceptually it made sense, it was clean, simple and it insulated FTGL from changes in freetype. Up to version 1.3 I have rigidly stuck to this 'rule'. Unfortunately this has been at the expense of the code. This became most evident when dealing with char maps. Common sense would argue that charmaps and the glyph container are intimately related, but because of the 'rule' the communication path between them is... FTGlyphContainer <-> FTFont <-> FTFace <-> FTCharMap This is bollocks and has lead to some ugly code. I am not about abandon the design completely, just the rule that says all communication should be via FTFace <-> FTFont. I will still maintain wrappers for freetype objects, but they will interface with ftgl in places that make the most sense from a code efficiency point of view. move glyph creation out of constructor, but load the freetype glyph and get the metrics. Change all dim stuff to float. Make my own floating point version of FT_Vector. Move Charmap to be owned by glyph container. See above Try out cbloom sorted vector in charmap. faster than std::map? Enable access to raw glyph data State handling... inline base class methods 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. 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 behavior. 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..