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Steve Maas wrote:
> I noticed that all the texts for buttons, input, etc., are drawn in a antialiased font, but the text drawn in OpenGL windows is not. I am wondering if it is possible to draw antialiased text in OpenGL windows as well.
I've never tried, but apparently its non-trivial:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=43
http://www.opengl.org/resources/features/fontsurvey/
Offhand, FTGL in that last link looks worth investigating. eg:
http://ftgl.wiki.sourceforge.net/
Also, there may be FLTK tricks to help do this.
Perhaps FLTK's new 'offscreen rendering' functions can be used to draw
aa'ed text to an offscreen buffer, and then these could be slapped into
an opengl window with glDrawPixels() or somesuch. Some of the devs
familiar with offscreen rendering might be able to weigh in on this.
If you get something working, let us know!
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