Has Tomasz's (h3r3tic's) OpenGL font rendering code been ported to D2?

Jacob Carlborg doob at me.com
Mon Mar 12 02:42:57 PDT 2012


On 2012-03-11 23:36, Chad J wrote:

> No, just getting the font onto the screen at all.
>
> And I want to:
> - Be able to size the font smoothly. (No bitmap fonts!)
> - Draw glyphs for higher unicode codepoints. (No texture[128]!)
> - Have kerning/hinting. (Freetype makes it possible, but does not do it
> for you.)
> - Have anti-aliasing and maybe even subpixel accuracy.
>
> Tomasz's code does all of this.
>
> Freetype is very low-level. Freetype does not make OpenGL calls. You
> give it a font and a codepoint and it gives you a small grayscale bitmap
> and a slew of metrics for it. Then it's up to you to figure out where to
> put it and how to get it onto the screen.
>
> If this were trivial, Tomasz (and others who have written on the topic,
> too) would not have written 5-10 pages of text plus a bunch of D files
> full of code. It's just not that easy. It's all in the original link.
>
> It's actually really weird that there isn't much library code out there
> to render text in OpenGL. There are a bunch of tutorials that do it
> wrong and maybe a few library thingies that I can't use for various
> reasons.

I did some font rendering in C# using FreeType and OpenGL for a simple 
game. I can't remembering it being that hard.

-- 
/Jacob Carlborg


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