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