[PyOpenGL-Users] My recent experiments in text...
Brought to you by:
mcfletch
From: Mike C. F. <mcf...@ro...> - 2003-05-27 18:34:56
|
I've been working on text-node support for OpenGLContext. At the moment I have basic glDrawPixels-based text support using any of: * PyGame (antialiased, most control, loaded directly from ttf files via SDL_ttf), * WGL (Win32 only, obviously) * wxPython (non-antialiased, but has (primitive) font-name matching to allow specifying, for instance "times roman" and having the system search for a font with Times Roman included in the name) the same code drives the (basic) layout for the three sources. I'm going to look at creating texture-based text as well (a single texture mapped to polygons to create flat text affected by the current transform). The WGL-based polygonal text, is still there, haven't come up with a good cross platform solution for that yet. Have fun, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |