Re: [PyOpenGL-Users] Recommendations for font rendering
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From: Derakon <de...@gm...> - 2010-07-01 05:19:36
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Oh dear, I knew I forgot to mention something. I was using PyGame before, but I'm switching to OpenGL for performance reasons, which of course prevents direct blitting to the screen using PyGame. I tried using a "blit text to surface and convert to quad and draw" approach, but with text that changes frequently that means making a ton of new surfaces and it just doesn't perform well at all (in particular, my in-game console was unusably slow). It seems likely I'd need an approach that allows for each character to be on its own textured quad that I can toss anywhere as needed. On Wed, Jun 30, 2010 at 10:16 PM, Ian Mallett <geo...@gm...> wrote: > Hi, > > I use PyGame, which is cross-platform, and can load standard font types. > The font is rendered as a "surface", which can be changed to a texture and > mapped your polygon(s). > > Ian > |