Re: Re: rendering fonts with OpenGL
Glynn Clements <[email protected]>
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <[email protected]> |
Sebastian Sylvan 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). You can set up the projection matrix so that the origin is in the top-left. However, this will result in a negative determinant, so polygons will be "inside-out" (e.g. the front/back-facing test will be inverted). -- Glynn Clements <[email protected]>