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/** \mainpage %FTGL User Guide
\image html logo.png
\image latex logo.png "" width=0.3\textwidth
\section intro Introduction
OpenGL doesn't provide direct font support, so the application must use any
of OpenGL's other features for font rendering, such as drawing bitmaps or
pixmaps, creating texture maps containing an entire character set, drawing
character outlines, or creating a 3D geometry for each character.
More information can be found on the OpenGL website:
- http://www.opengl.org/resources/faq/technical/fonts.htm
- http://www.opengl.org/resources/features/fontsurvey/
Most of these systems require a pre-processing stage to take the native fonts
and convert them into a proprietary format.
%FTGL was born out of the need to treat fonts in OpenGL applications just like
any other application. For example when using Adobe Photoshop or Microsoft
Word you don't need an intermediate pre-processing step to use high quality
scalable fonts.
\section documentation Documentation
- \subpage ftgl-tutorial
- C API reference:
- FTGlyph.h
- FTFont.h
- FTLayout.h
- C++ API reference:
- class FTGlyph
- class FTFont
- class FTLayout
\section information Additional information
- \subpage ftgl-faq
- \subpage ftgl-projects
*/