Hi Stuart, 

I have never used FTTextureFont to bind my own textures, rather I have always seen it as a font renderer which internally uses textures to represent the characters and texture maps them to quads to render a string.

There are several FT*Font, each of which uses a different mechanism for rendering fonts, and each method has its advantages and disadvantages. 

I hope this helps.

Viral Patel, 

On 27 November 2010 09:26, Stuart McDonald <stuart.mcd@blueyonder.co.uk> wrote:
I assume from the last of respones that this list is dead and I
therefore development of FTGL?

On 16/11/2010 11:34, Stuart McDonald wrote:
> I've got a really basic question; How do you use a texture with
> FTTextureFont? I thought if I just enabled and bound a texture before
> rendering then it might do something, but it makes no difference.
> Looking at the demos the FTTexture in FTGLDemo.cpp doesn't actually use
> a texture, though for some reason it does enable GL_TEXTURE_2D.
> So I dug into the code a bit and I see I can assign a texture to a
> Glyph, but I need a FT_GlyphSlot which I can't see any way from the API
> of getting. Though I could derive my own class and implement MakeGlyph
> and it gets passed a FT_GlyphSlot, but I'm sure I'm missing something
> obvious...
> Thanks.

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