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From: vegulla s. <veg...@gm...> - 2017-01-17 10:35:32
|
while I am working on rendering fonts using ftgl in my opengl project I am encountering errors stating g++ -o mygame Sample_GL3_2D.cpp glad.c -lGL -lglfw -ldl -lftgl -lSOIL -I /usr/include/freetype2 -L/usr/local/lib -lfreetype /usr/local/lib/libftgl.so: undefined reference to `__glewGenBuffers' /usr/local/lib/libftgl.so: undefined reference to `glewInit' /usr/local/lib/libftgl.so: undefined reference to `__glewBindVertexArray' /usr/local/lib/libftgl.so: undefined reference to `__glewBindBuffer' /usr/local/lib/libftgl.so: undefined reference to `__glewUniform3f' /usr/local/lib/libftgl.so: undefined reference to `__glewVertexAttribPointer' /usr/local/lib/libftgl.so: undefined reference to `__glewBufferData' /usr/local/lib/libftgl.so: undefined reference to `__glewDeleteBuffers' /usr/local/lib/libftgl.so: undefined reference to `__glewDeleteVertexArrays' /usr/local/lib/libftgl.so: undefined reference to `__glewGenVertexArrays' /usr/local/lib/libftgl.so: undefined reference to `__glewEnableVertexAttribArray' these are my contents in Makefile all:mygame mygame: Sample_GL3_2D.cpp glad.c g++ -o mygame Sample_GL3_2D.cpp glad.c -lGL -lglfw -ldl -lftgl -lSOIL -I /usr/include/freetype2 -L/usr/local/lib -lfreetype clean: rm mygame looks like the errors is being raised by the libftgl.so library. I have installed the GLEW using the glew packages in the ubuntu. but dont understand why it isn't being referenced. I have posted the related question on stackoverflow at http://stackoverflow.com/questions/41694537/undefined-reference-to-glew -Vegulla SriKavya |
From: Nikhil R. <nik...@gm...> - 2017-01-14 12:33:46
|
on executing my code I am facing this error ./sample2D: symbol lookup error: /usr/local/lib/libftgl.so.2: undefined symbol: glad_glGenTextures all: sample2D sample2D: Sample_GL3_2D.cpp glad.c g++ -o sample2D Sample_GL3_2D.cpp glad.c -lGL -lglfw -lGLU -lftgl -ldl -std=c++11 clean: rm sample2D this is my Makefile |
From: Nikhil R. <nik...@gm...> - 2017-01-14 07:44:34
|
while I am compiling my opengl code I am facing this error.how to remove this? all: sample2D sample2D: Sample_GL3_2D.cpp glad.c g++ -o sample2D Sample_GL3_2D.cpp glad.c -lGL -lglfw -ldl -std=c++11 clean: rm sample2D this is my contents of Makefile and my code for rendering the font const char* fontfile = "Monaco.ttf"; GL3Font.font = new FTExtrudeFont(fontfile); // 3D extrude style rendering if(GL3Font.font->Error()) { cout << "Error: Could not load font `" << fontfile << "'" << endl; glfwTerminate(); exit(EXIT_FAILURE); } // Create and compile our GLSL program from the font shaders fontProgramID = LoadShaders( "fontrender.vert", "fontrender.frag" ); GLint fontVertexCoordAttrib, fontVertexNormalAttrib, fontVertexOffsetUniform; fontVertexCoordAttrib = glGetAttribLocation(fontProgramID, "vertexPosition"); fontVertexNormalAttrib = glGetAttribLocation(fontProgramID, "vertexNormal"); fontVertexOffsetUniform = glGetUniformLocation(fontProgramID, "pen"); GL3Font.fontMatrixID = glGetUniformLocation(fontProgramID, "MVP"); GL3Font.fontColorID = glGetUniformLocation(fontProgramID, "fontColor"); GL3Font.font->ShaderLocations(fontVertexCoordAttrib, fontVertexNormalAttrib, fontVertexOffsetUniform); GL3Font.font->FaceSize(1); GL3Font.font->Depth(0); GL3Font.font->Outset(0, 0); GL3Font.font->CharMap(ft_encoding_unicode); link to stackoverflow question I posted regarding this: http://stackoverflow.com/questions/41647415/error-undefined-reference-to- ftextrudefontftextrudefontchar-const -Nikhil Rayaprolu |
From: ma2 <gpm...@gm...> - 2014-03-17 09:34:46
|
- Windows7 - VC2010Express The environment described above, - Freeglut - Freetype - Ftgl We wanted to make a program that made the OpenGL or more. a large amount of from ftgl "Error: identifier 'xxx' is not defined" come out is. Can not be solved alone myself. I want to help. |
From: Ardo A. <ar...@gm...> - 2013-10-31 16:14:31
|
Hi, I've been trying to figure out if FTGLExtrdFont or vector fonts has a way to control antialiasing? Or is there something I could do to adjust the antialiasing? |
From: Petko <pdi...@gm...> - 2012-09-14 09:44:06
|
Ok , sorry for triple posting , but I figured it out to some extent : The problem was caused by calling the font->Advance(some_string) outside of the display function . That resulted in FTGL omitting the letters in some_string later on when I tried to draw them . I worked around that by initializing a separate identical font2 which I use to draw in the display fonction . Here's a guy with a similar problem http://compgroups.net/comp.graphics.api.opengl/ftgl-fonts-rendering-woes/57898 Petko |
From: Petko <pdi...@gm...> - 2012-09-14 08:45:18
|
I thought I'd seen somewhere that the last version was 3.x.x but , I guess I was wrong , the 2.1.3 is the last stable (according to source forge) . Here's a screenshot with my test on all characters cyrillic (bulgarian) + latin : http://imageshack.us/a/img337/9783/screenshotfrom201209141.png (I guess I was wrong that a broken character breaks the rendering sequence or it just happened in some other circumstances ) . The same result comes out with 5-6 more fonts by the way , so it should be an FTGL problem . |
From: Petko <pdi...@gm...> - 2012-09-14 08:13:42
|
Hello , everyone ! I have a very strange problem with FTGL . I set up a polygon font to Ariel, since its a standard font , but I'm having a problem displaying SOME of the Cyrillic characters . For example the 'a' doesn't display and breaks the rendering sequence . Has anyone had a similar problem ? PS: I'm on ubuntu with FTGL from the repo-s which is 2.1.3 .. I should probably update the library . Still any help would be appreciated . Petko |
From: Manfred W. <MW...@vi...> - 2012-06-05 10:30:39
|
Hi, When experimenting with FTGL on Mac we found that FTGL has a problem with multiple faces in one ttf-file: With multiple faces one has to give the right face index to FT_New_Face. Unfortunately, it seems that FTGL always uses '0' as the 'default face index' (see FTFace.cpp): err = FT_New_Face(*FTLibrary::Instance().GetLibrary(), fontFilePath, DEFAULT_FACE_INDEX, ftFace); Since some of the most basic fonts on Mac and also Linux require this index to be set, I would be greatly interested in a solution or workaround. E.g. I read about some patch in this mailing list that would allow to specify the freetype face externaly. Unfortunately this seems to never have made it into the release candiate. Cheers Manfred. |
From: Stéphane A. <san...@fr...> - 2012-01-31 09:33:58
|
Hi, I would need win32 dll and headers for FTGL dev, I would like to know if somebody has already done this and can make it available. Regards, S.Ancelot |
From: <pj...@ne...> - 2012-01-17 02:02:50
|
OK, so it turns out it's not a good idea to start programming at 4:30 a.m. after about 5 hours' sleep, and expect to have any respectable neural activity 12 hours later. Turned the TrueType file into hex-coded char array via a Perl script, and I'm good to go... -----Original Message----- >From: pj...@ne... >Sent: Jan 16, 2012 7:20 PM >To: ftg...@li... >Subject: [Ftgl-devel] Creating font from data instead of a file? > >Greetings - > >I wish to use FTGL in a context in which reading from a TrueType data file won't work. I should be able to use, for example, this method: > > FTTextureFont::FTTextureFont(const unsigned char *pBufferBytes, size_t bufferSizeInBytes) > >Basically, I need to compile the "pBufferBytes" into my program. But of course in C/C++, I can't just do this: > > const unsigned char *data = "<contents of a ttf file pasted in>"; > >because the binary data, as arbitrary unsigned char, contains characters that the compiler is going to reject (un-escaped newlines and goodness knows what else). Am I just missing some obvious technique for this? Apologies if this is a really ignorant question... :-) > >- Philip > > >------------------------------------------------------------------------------ >Keep Your Developer Skills Current with LearnDevNow! >The most comprehensive online learning library for Microsoft developers >is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, >Metro Style Apps, more. Free future releases when you subscribe now! >http://p.sf.net/sfu/learndevnow-d2d >_______________________________________________ >Ftgl-devel mailing list >Ftg...@li... >https://lists.sourceforge.net/lists/listinfo/ftgl-devel |
From: <pj...@ne...> - 2012-01-17 00:36:04
|
Greetings - I wish to use FTGL in a context in which reading from a TrueType data file won't work. I should be able to use, for example, this method: FTTextureFont::FTTextureFont(const unsigned char *pBufferBytes, size_t bufferSizeInBytes) Basically, I need to compile the "pBufferBytes" into my program. But of course in C/C++, I can't just do this: const unsigned char *data = "<contents of a ttf file pasted in>"; because the binary data, as arbitrary unsigned char, contains characters that the compiler is going to reject (un-escaped newlines and goodness knows what else). Am I just missing some obvious technique for this? Apologies if this is a really ignorant question... :-) - Philip |
From: Mark V. <mar...@ho...> - 2011-11-08 20:09:57
|
Hi I;m using ftgl in our open source RTS megaglest (see megaglest.org) and i am finding that somehow the font is rendering with an alpha value from somewhere (but not what i spoecify in glColor4fv(1.f,1.f,1.f,1.f); The reason i know is because i have both olkd and new font systems and the old font system is much whiter than when i use ftgl. Any idea whats wrong? |
From: Rémy S. <rem...@hy...> - 2011-09-15 23:17:56
|
On Tuesday 13 September 2011 08:57:20 you wrote: > Hi Remy > > Sounds like it shouldn't be too difficult to make a scrolling text > application that runs well on such a machine. > > On 12 September 2011 23:53, Rémy Sanchez <rem...@hy...>wrote: > > On top of my screen, there is something quite like a HTML <marquee>, so > > my main concern is to get my text translating ultra-smoothly. And as you > > know, translation is very difficult to get smooth... > > It shouldn't be that difficult really if you only move by a small amount > (eg. 1 pixel each frame) at a high enough frame rate, the motion should > appear smooth. Though if that doesn't appear to move smoothly, you can try > to add a kind of motion blur effect to your text. Instead of using glClear > to wipe the screen after each frame, just draw a mostly-transparent quad > (I'd try for about an alpha of 0.85 first) over the whole screen. If > performance is a problem, then you can just draw it over where the text was > on the previous frame. This may seem counter intuitive, but a bit of blur > like this can make motion feel a bit smoother. > > Now the question is : what is the most performant way to render this text ? > > > I > > guess it'll be either a texture, either a polygon, but I'm not quite > > sure. And > > does it make sense to cache anything ? If so, how to do it ? > > For performance, if you're trying for a specific environment, the best way > is going to be to measure it empirically. Make yourself an FPS counter and > test the various methods. If you're not going to transform the text at > strange angles, then you have the option of FTBitmapFont and FTPixmapFont, > which should in theory be fastest, as they are the simplest methods (and > the GMA 900 series has no hardware T&L). I'd try FTTextureFont next, as if > you did ever need to rotate the text you have the option to, and you may > find it faster or as fast as the Bitmap/Pixmap options anyway, or > generally just fast enough. Vector fonts will probably be slower (but > still, test them and measure it). > http://ftgl.sourceforge.net/docs/html/ftgl-tutorial.html To do a simple > test, all you have to do is replace the creation line with another one. > > > I'll add that I don't care about anti-aliasing, because the viewer's eye > > is far enough not to notice it, and I don't need no rotation nor > > rescale. Ah, and > > I don't know if this is useful to say, but the i945 is stuck with OpenGL > > 1.4. > > If I remember correctly, FTGL doesn't use any particularly new OpenGL > features, so even going back to OpenGL 1.1, you'd probably still be fine. > > Anyway, you might want to try using processing.org (or something else > equally high level) if it's just a simple text-scrolling application, and > only delve deeper from there if the performance is insufficient. Human > cycles are more valuable than computer cycles. :) > > Hope this helps > -Bill Ok, did some tests : - Indeed getting the scrolling smooth is easy... With only text on screen, which is not the case - FTTextureFont appears to be the fastest (no real mesurment however) - The human eye is a bitch : drop a single frame in the translation and it's atrocious to see. There is muuuuch more tolerence with things like changing opacity... In short : render it at precisely 60Hz, or die. - Motion blur does not help (60Hz looks fine, less makes regular jumps, and 30Hz is just too slow). - Applying a low pass filter on the time differential helps (avoids jumps) - Moving by non-integer coordinate gives a strange behaviour with letters "snapping" differently to pixels (?). As a result, when translating the text, the distance between letters may change. This is not much a problem, but quite funny though. -- Rémy Sanchez http://hyperthese.net/ |
From: Rémy S. <rem...@hy...> - 2011-09-13 07:39:19
|
On Tuesday 13 September 2011 08:57:20 you wrote: > Hi Remy > > Sounds like it shouldn't be too difficult to make a scrolling text > application that runs well on such a machine. Well, I've run quick tests with a Pyglet application, and what I found out is that scrolling the text alone is no problem, but frame drops appear when I add images on the screen (the application mostly consists in displaying a slideshow). If I just display the plain image it doesn't seems to slow the things down, but when I ask for a rescale, there things turn bad. Now I'll pre-resize pictures with software (once at the application's launch) before sending them to the GPU, I think it'll help. > On 12 September 2011 23:53, Rémy Sanchez <rem...@hy...>wrote: > > On top of my screen, there is something quite like a HTML <marquee>, so > > my main concern is to get my text translating ultra-smoothly. And as you > > know, translation is very difficult to get smooth... > > It shouldn't be that difficult really if you only move by a small amount > (eg. 1 pixel each frame) at a high enough frame rate, the motion should > appear smooth. Though if that doesn't appear to move smoothly, you can try > to add a kind of motion blur effect to your text. Instead of using glClear > to wipe the screen after each frame, just draw a mostly-transparent quad > (I'd try for about an alpha of 0.85 first) over the whole screen. If > performance is a problem, then you can just draw it over where the text was > on the previous frame. This may seem counter intuitive, but a bit of blur > like this can make motion feel a bit smoother. Why not, I'll try that. There's something funny that I found out developping on my desktop : when I calculate the coordinates of the text in function of time (with a high-precision timer), it feels way less smooth than just adding an integer constant. And adding a float constant gives the same non-smooth experience. And more funny : I did not have this behaviour with Pyglet... I guess it's a well known behaviour, but it's my first time doing opengl/any kind of graphical animation. > Now the question is : what is the most performant way to render this text ? > > > I > > guess it'll be either a texture, either a polygon, but I'm not quite > > sure. And > > does it make sense to cache anything ? If so, how to do it ? > > For performance, if you're trying for a specific environment, the best way > is going to be to measure it empirically. Make yourself an FPS counter and > test the various methods. If you're not going to transform the text at > strange angles, then you have the option of FTBitmapFont and FTPixmapFont, > which should in theory be fastest, as they are the simplest methods (and > the GMA 900 series has no hardware T&L). I'd try FTTextureFont next, as if > you did ever need to rotate the text you have the option to, and you may > find it faster or as fast as the Bitmap/Pixmap options anyway, or > generally just fast enough. Vector fonts will probably be slower (but > still, test them and measure it). > http://ftgl.sourceforge.net/docs/html/ftgl-tutorial.html To do a simple > test, all you have to do is replace the creation line with another one. And the pixmap/bitmap will be generated each time I call Render() ? Ins't that uselessly repetitive ? > > I'll add that I don't care about anti-aliasing, because the viewer's eye > > is far enough not to notice it, and I don't need no rotation nor > > rescale. Ah, and > > I don't know if this is useful to say, but the i945 is stuck with OpenGL > > 1.4. > > If I remember correctly, FTGL doesn't use any particularly new OpenGL > features, so even going back to OpenGL 1.1, you'd probably still be fine. > > Anyway, you might want to try using processing.org (or something else > equally high level) if it's just a simple text-scrolling application, and > only delve deeper from there if the performance is insufficient. Human > cycles are more valuable than computer cycles. :) Sounds like a fun tool, however I need to integrate web pages and videos as well, so as far as I know the only option I have is to use Qt. Plus, doing OpenGL is fun, why leave the pleasure to others :3 > Hope this helps > -Bill Yup, thanks :) -- Rémy Sanchez http://hyperthese.net/ |
From: Bill R. <air...@gm...> - 2011-09-13 06:57:30
|
Hi Remy Sounds like it shouldn't be too difficult to make a scrolling text application that runs well on such a machine. On 12 September 2011 23:53, Rémy Sanchez <rem...@hy...>wrote: > On top of my screen, there is something quite like a HTML <marquee>, so my > main concern is to get my text translating ultra-smoothly. And as you know, > translation is very difficult to get smooth... > It shouldn't be that difficult really if you only move by a small amount (eg. 1 pixel each frame) at a high enough frame rate, the motion should appear smooth. Though if that doesn't appear to move smoothly, you can try to add a kind of motion blur effect to your text. Instead of using glClear to wipe the screen after each frame, just draw a mostly-transparent quad (I'd try for about an alpha of 0.85 first) over the whole screen. If performance is a problem, then you can just draw it over where the text was on the previous frame. This may seem counter intuitive, but a bit of blur like this can make motion feel a bit smoother. Now the question is : what is the most performant way to render this text ? > I > guess it'll be either a texture, either a polygon, but I'm not quite sure. > And > does it make sense to cache anything ? If so, how to do it ? > For performance, if you're trying for a specific environment, the best way is going to be to measure it empirically. Make yourself an FPS counter and test the various methods. If you're not going to transform the text at strange angles, then you have the option of FTBitmapFont and FTPixmapFont, which should in theory be fastest, as they are the simplest methods (and the GMA 900 series has no hardware T&L). I'd try FTTextureFont next, as if you did ever need to rotate the text you have the option to, and you may find it faster or as fast as the Bitmap/Pixmap options anyway, or generally just fast enough. Vector fonts will probably be slower (but still, test them and measure it). http://ftgl.sourceforge.net/docs/html/ftgl-tutorial.html To do a simple test, all you have to do is replace the creation line with another one. > > I'll add that I don't care about anti-aliasing, because the viewer's eye is > far enough not to notice it, and I don't need no rotation nor rescale. Ah, > and > I don't know if this is useful to say, but the i945 is stuck with OpenGL > 1.4. > > If I remember correctly, FTGL doesn't use any particularly new OpenGL features, so even going back to OpenGL 1.1, you'd probably still be fine. Anyway, you might want to try using processing.org (or something else equally high level) if it's just a simple text-scrolling application, and only delve deeper from there if the performance is insufficient. Human cycles are more valuable than computer cycles. :) Hope this helps -Bill |
From: Rémy S. <rem...@hy...> - 2011-09-12 23:15:43
|
Hi, I'm developping an application that will run on a shit-PC (shit-Atom + shit- i945), that will have to run smoothly on a reasonably big screen (I don't remember the exact size, but it's something like 1920x1200). On top of my screen, there is something quite like a HTML <marquee>, so my main concern is to get my text translating ultra-smoothly. And as you know, translation is very difficult to get smooth... Now the question is : what is the most performant way to render this text ? I guess it'll be either a texture, either a polygon, but I'm not quite sure. And does it make sense to cache anything ? If so, how to do it ? I'll add that I don't care about anti-aliasing, because the viewer's eye is far enough not to notice it, and I don't need no rotation nor rescale. Ah, and I don't know if this is useful to say, but the i945 is stuck with OpenGL 1.4. Thanks, -- Rémy Sanchez http://hyperthese.net/ |
From: Silverstein <her...@sc...> - 2011-08-31 18:36:47
|
I'm rendering a rectangle in which I want to center some text. I have this mostly working by drawing the rectangle (based on the ftgl bounding box) and then by using glBitmap to offset the raster position before rendering the text. The problem is that the left side has too much empty space. From looking at the FTGL diagram at: http://ftgl.sourceforge.net/docs/html/ftgl-tutorial.html It looks like this is because of the bearingX offset. Can someone confirm that this is the case? And second, how can I get this value or the equivalent (so that I can properly calculate the horizontal offset to pass to glBitmap)? Thanks, Herc |
From: Richard U. <ri...@pa...> - 2011-08-25 00:16:38
|
Hi Sam, I gave it a go, and added a new render mode to ftgl: FTTriangleExtractorFont(char const *fontFilePath, std::vector<float>& triangles); The vector will receive a triangle strip for processing in whatever rendering system (WebGL, DirectX, Hoops ...) The first impression is not bad in my WebGl app. A diff is attached. Now, how should I proceed? My preferred way would be to have it included in the ftgl library. If you agree, I will clean up things to make it ready for inclusion. Rgds Richard Am Mittwoch, den 17.08.2011, 12:56 +0200 schrieb Richard Ulrich: > Hi Sam, > > Thanks for the quick response. > > I didn't mention an important detail: > I work with WebGL in C++ through the excellent WT library: > http://www.webtoolkit.eu/wt/doc/reference/html/classWt_1_1WGLWidget.html > > So, Transferring of the data is no problem. > > My research prototype is here: > http://pointlineweb.ulrichard.ch > It is mostly done in C++ with very little JavaScript. > > I started with the texture mode directly with libfreetype, but I would > prefer the tesselated texts because it's probably easier to get the ray > picking and editing right. > And in the current desktop version of our CAD, we also use tesselated > texts from the Windows GDI. Now with the new core we want to make it > platform independent, and especially my WebGL prototype runs mainly on > linux. > > So, with the current implementation of ftgl, is it possible to get the > tesselation, so I can feed the triangles to WebGL myself? > And it yes, could you give me some hints on where to start? > > Rgds > Richard > > > On Wed, 2011-08-17 at 11:33 +0200, Sam Hocevar wrote: > > On Sun, Aug 14, 2011, Richard Ulrich wrote: > > > > > I'm looking into how to render text with WebGL. > > > By chance I found the ftgl library, and I'm wondering if I can use it > > > with WebGl. I coudn't find anything that could answer my question in the > > > documentation nor the mail archive. > > > I'm fully aware, that I would'nt get the full funtionality, but if I get > > > the texture maps or polygon meshes that I could then use in WebGl, that > > > would already be a hughe help. Or would I use Freetype directly for > > > that? > > > > Unfortunately WebGL does not offer the ability to link with native > > code (unless directly provided by the browser), so FTGL would be of > > little use. > > > > It would be possible to retrieve the font tesselation or the font > > texture (depending on the chosen rendering method), but that would also > > require exporting the whole glyph information from FreeType, store > > all of this in an interchange format, then write a WebGL importer and > > renderer for it. That's a lot of work and probably far beyond the scope > > of FTGL. > > > > ------------------------------------------------------------------------------ > Get a FREE DOWNLOAD! and learn more about uberSVN rich system, > user administration capabilities and model configuration. Take > the hassle out of deploying and managing Subversion and the > tools developers use with it. http://p.sf.net/sfu/wandisco-d2d-2 > _______________________________________________ Ftgl-devel mailing list Ftg...@li... https://lists.sourceforge.net/lists/listinfo/ftgl-devel |
From: John V. L. <la...@we...> - 2011-08-22 14:20:12
|
Hi Sam, > Excellent news. This feature will also allow the use of FTGL > together with FontConfig (using FcPatternGetFTFace). I will evaluate > the patch and let you know of any fixes required. > > Thanks, > -- > Sam. Have you had a chance to test this patch yet? I would love to see in the SVN trunk soon. It makes it a lot easier to use FTGL and Qt in the same project. Best regards, John |
From: Richard U. <ri...@pa...> - 2011-08-18 22:25:01
|
Hi guys, what about including a FindFTGL.cmake with ftgl? That would be especially helpful with the debian package. I am no expert in cmake finder scripts, but the attached file works for me. It's based on FindFreetype.cmake from the cmake-data.deb When installing, it should go to "/usr/share/cmake-2.8/Modules/". Rgds Richard |
From: Richard U. <ri...@pa...> - 2011-08-17 11:27:38
|
Hi Sam, Thanks for the quick response. I didn't mention an important detail: I work with WebGL in C++ through the excellent WT library: http://www.webtoolkit.eu/wt/doc/reference/html/classWt_1_1WGLWidget.html So, Transferring of the data is no problem. My research prototype is here: http://pointlineweb.ulrichard.ch It is mostly done in C++ with very little JavaScript. I started with the texture mode directly with libfreetype, but I would prefer the tesselated texts because it's probably easier to get the ray picking and editing right. And in the current desktop version of our CAD, we also use tesselated texts from the Windows GDI. Now with the new core we want to make it platform independent, and especially my WebGL prototype runs mainly on linux. So, with the current implementation of ftgl, is it possible to get the tesselation, so I can feed the triangles to WebGL myself? And it yes, could you give me some hints on where to start? Rgds Richard On Wed, 2011-08-17 at 11:33 +0200, Sam Hocevar wrote: > On Sun, Aug 14, 2011, Richard Ulrich wrote: > > > I'm looking into how to render text with WebGL. > > By chance I found the ftgl library, and I'm wondering if I can use it > > with WebGl. I coudn't find anything that could answer my question in the > > documentation nor the mail archive. > > I'm fully aware, that I would'nt get the full funtionality, but if I get > > the texture maps or polygon meshes that I could then use in WebGl, that > > would already be a hughe help. Or would I use Freetype directly for > > that? > > Unfortunately WebGL does not offer the ability to link with native > code (unless directly provided by the browser), so FTGL would be of > little use. > > It would be possible to retrieve the font tesselation or the font > texture (depending on the chosen rendering method), but that would also > require exporting the whole glyph information from FreeType, store > all of this in an interchange format, then write a WebGL importer and > renderer for it. That's a lot of work and probably far beyond the scope > of FTGL. > |
From: Sam H. <sa...@ho...> - 2011-08-17 09:51:22
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On Sun, Aug 14, 2011, Richard Ulrich wrote: > I'm looking into how to render text with WebGL. > By chance I found the ftgl library, and I'm wondering if I can use it > with WebGl. I coudn't find anything that could answer my question in the > documentation nor the mail archive. > I'm fully aware, that I would'nt get the full funtionality, but if I get > the texture maps or polygon meshes that I could then use in WebGl, that > would already be a hughe help. Or would I use Freetype directly for > that? Unfortunately WebGL does not offer the ability to link with native code (unless directly provided by the browser), so FTGL would be of little use. It would be possible to retrieve the font tesselation or the font texture (depending on the chosen rendering method), but that would also require exporting the whole glyph information from FreeType, store all of this in an interchange format, then write a WebGL importer and renderer for it. That's a lot of work and probably far beyond the scope of FTGL. -- Sam. |
From: Robert E. <r.e...@te...> - 2011-08-16 00:12:00
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Hello, The following code will cause FTGL to crash: FTGLPolygonFont font("C:\\Windows\\Fonts\\Calibri.ttf"); font.FaceSize(12); if (font.Error() == 0) { font.Render("A"); } The issue is in FTPolygonGlyphImpl's constructor, specifically this code: if(ft_glyph_format_outline != glyph->format) { err = 0x14; // Invalid_Outline return; } For some TrueType fonts (such as Calibri) this check will succeed for certain sizes and fail for others. There are two problems here. The first is that the "vectoriser" member is not initialized to zero before this code runs, which is what causes the crash when it is dereferenced later on in the Render call. The second is that the error is not propagated up to the font object, so there is no way of checking for it from client code. It's easy enough to fix the first problem by initializing the vectoriser pointer in the constructor's initializer list. I am not sure of the best way to deal with the second issue, though. I'm also not sure what the current development status for FTGL is or the process for submitting a patch. Any help would be greatly appreciated. Thank you, Robert Engeln r.e...@te... This e-mail and any files transmitted with it are confidential and are intended solely for the use of the individual or entity to whom they are addressed. If you are NOT the intended recipient or the person responsible for delivering the e-mail to the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing or copying this e-mail is strictly prohibited. |
From: Richard U. <ri...@pa...> - 2011-08-14 21:59:28
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Hi everybody, I'm looking into how to render text with WebGL. By chance I found the ftgl library, and I'm wondering if I can use it with WebGl. I coudn't find anything that could answer my question in the documentation nor the mail archive. I'm fully aware, that I would'nt get the full funtionality, but if I get the texture maps or polygon meshes that I could then use in WebGl, that would already be a hughe help. Or would I use Freetype directly for that? Rgds Richard |