Re: rendering fonts with OpenGL
Felix Breuer <[email protected]>
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <20050715092147.3fe430fd@waltermitty> |
On Thu, 14 Jul 2005 19:56:47 +0200 Sven Panne <[email protected]> wrote: > AFAIK, there is no Haskell binding for loading fonts and/or a FreeType > binding. Any volunteers? Looking at the page you mentioned, FTGL might be the library one would want to create bindings for: it handles font loading as well as rendering in all its variants. I have no experience whatsoever with creating bindings, but I might have a go at it, if you think it is a reasonably easy task. And if you are ready for a flurry of questions regarding the HOpenGL bindings... I would start working on it in about a month. > If you are looking for high performance font rendering with current graphic > cards, by all means use texturing. This is what all mainstream cards that I > know of are optimized for, and it has a few nice benefits like scalability > and anti-aliasing. Using other techniques you easily end up waiting for the > loooong graphic pipelines to be flushed before you can "simply" do some > manipulations of the frame buffer. It can be very surprising if a simple > frames-per-second counter displayed in some corner of the screen drastically > reduces the FPS of your home-grown Quake-clone. Of course this has *never* > happened to me... ;-) :) So if performance does matter you recommend avoiding framebuffer operations in general? I am thinking about how to display a clickable UI in front of a 3D scene and, naively, I would have drawn pixmaps on top of the scene using the framebuffer. If I try to do the same using texture mapped polygons, what is the best setup/projection to make it look like a flat window like UI? How to avoid perspective and blurring effects? (Excuse my many OT questions, I am just curious. Feel free to ignore them.) Thanks, Felix