Re: [PyOpenGL-Users] Recommendations for font rendering
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From: Nicolas R. <Nic...@lo...> - 2010-07-01 06:13:54
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You can use pyftgl that binds the FTGL library (Freetype OpenGL) and is pretty standard. If you do not use too much fonts, you can also create some font bitmaps and load them as texture. Nicolas On Wed, 2010-06-30 at 22:19 -0700, Derakon wrote: > 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 > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |