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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!
Thanks for the reply. I'll check out the suggested links.
What are the 'offscreen rendering' functions. Are they available in 1.1.10?
How about using overlays? I don't understand overlays very well but is it possible to have an overlay layer on top of a OpenGL window? That way I can do my drawing in OpenGL but render my text on the overlay using FLTK text drawing functions.
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