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digitalmars.D.announce - Text rendering tutorial at DMedia

reply Tom S <h3r3tic remove.mat.uni.torun.pl> writes:
It uses D, OpenGL and FreeType 2 for Unicode text rendering with 
subpixel anti-aliasing, kerning, custom LCD filtering and on-demand 
glyph caching.

http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1

Let me know what you think!
Cheers :)


-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
Jun 27 2007
next sibling parent Derek Parnell <derek nomail.afraid.org> writes:
On Thu, 28 Jun 2007 06:02:15 +0200, Tom S wrote:

 It uses D, OpenGL and FreeType 2 for Unicode text rendering with 
 subpixel anti-aliasing, kerning, custom LCD filtering and on-demand 
 glyph caching.
 
 http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
 
 Let me know what you think!
 Cheers :)
Wow! You have way too much free time on your hands <G> Great work and I'm very impressed. I hope I never have to do such low-level coding for throwing text onto a screen. I'll stick to using library routines, like yours of course. -- Derek (skype: derek.j.parnell) Melbourne, Australia 28/06/2007 4:37:49 PM
Jun 27 2007
prev sibling next sibling parent Lutger <lutger.blijdestijn gmail.com> writes:
Tom S wrote:
 It uses D, OpenGL and FreeType 2 for Unicode text rendering with 
 subpixel anti-aliasing, kerning, custom LCD filtering and on-demand 
 glyph caching.
 
 http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
 
 Let me know what you think!
 Cheers :)
 
 
Thanks! Very valuable information. I've just purchased an LCD monitor and find making fonts look good all the time is just, ugh. About free texture tools, have you seen the one on angelcode? It does kerning, unicode, tight packing, etc. I liked it a lot for simple font requirements: http://www.angelcode.com/products/bmfont/
Jun 28 2007
prev sibling next sibling parent Deewiant <deewiant.doesnotlike.spam gmail.com> writes:
Tom S wrote:
 It uses D, OpenGL and FreeType 2 for Unicode text rendering with
 subpixel anti-aliasing, kerning, custom LCD filtering and on-demand
 glyph caching.
 
 http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
 
 Let me know what you think!
 Cheers :)
 
Nice. I've been hoping for something like this ever since I first saw some screenshots on, IIRC, your FragBots page, about a year ago. I've always been annoyed with bitmap fonts as well, and been frustrated with my attempts to get FreeType to work: it's pretty much the lowest level library for this stuff, but the few good wrappers that exist are either for C++ or long-abandoned projects (or both). It's good that you've made a library which: - is in D - uses FreeType 2 - has Unicode support - does all that fancy stuff which I could never bother to figure out - actually considers issues like not supporting a certain level of OpenGL Haven't played around with it yet, though, but my comments hold if the tutorial isn't overstating your accomplishments. ;-) -- Remove ".doesnotlike.spam" from the mail address.
Jun 28 2007
prev sibling next sibling parent reply janderson <askme me.com> writes:
Tom S wrote:
 It uses D, OpenGL and FreeType 2 for Unicode text rendering with 
 subpixel anti-aliasing, kerning, custom LCD filtering and on-demand 
 glyph caching.
 
 http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
 
 Let me know what you think!
 Cheers :)
 
 
An awesome read. Well done!
Jun 28 2007
parent reply Tom S <h3r3tic remove.mat.uni.torun.pl> writes:
Thanks for the feedback folks! The tutorial landed on opengl.org, dzone 
and del.icio.us BTW :D

-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
Jun 29 2007
parent Lutger <lutger.blijdestijn gmail.com> writes:
Tom S wrote:
 Thanks for the feedback folks! The tutorial landed on opengl.org, dzone 
 and del.icio.us BTW :D
 
And well deserved. You should make a post on gamedev.net too, the topic comes up regularly but resources are, as you mentioned, often lacking.
Jun 29 2007
prev sibling parent Clay Smith <clayasaurus gmail.com> writes:
Tom S wrote:
 It uses D, OpenGL and FreeType 2 for Unicode text rendering with 
 subpixel anti-aliasing, kerning, custom LCD filtering and on-demand 
 glyph caching.
 
 http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
 
 Let me know what you think!
 Cheers :)
 
 
Very well done :) Now there is no excuse for OpenGL D apps to have poor fonts.
Jun 30 2007