Re: Re: rendering fonts with OpenGL

Sebastian Sylvan <[email protected]>
Newsgroups gmane.comp.lang.haskell.hopengl
Message-ID <[email protected]>
On 7/15/05, Felix Breuer <[email protected]> wrote:
> 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?

Use orthogonal projection with the same width and height as your
resolution (to make it easier to target a specific position in
pixel-units) and make sure you draw your polygons so they're the exact
size of the bitmap of the texture. Remember that in OpenGL (x,y)=(0,0)
is situated at your lower left and not your upper left (as in, for
example, windows GDI).

/S

-- 
Sebastian Sylvan
+46(0)736-818655
UIN: 44640862
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