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/
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