Re: [PyOpenGL-Users] Recommendations for font rendering
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From: Greg E. <gre...@ca...> - 2010-07-01 11:06:46
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Derakon wrote: > 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. One approach is to render all the characters into a big surface in a 16x16 grid or something like that, make a texture out of it, and then render characters from it using appropriate texture coordinates. Another is to use a separate texture for each character, although that may have more overhead, both in graphics memory usage and rendering time. -- Greg |