Re: [Haskell-cafe] renderString problems

2007-08-26 Thread Sven Panne
On Wednesday 01 August 2007 18:30, Dave Tapley wrote:
 I'm having a lot of trouble using renderString from Graphics.UI.GLUT.Fonts.
 All my attempts to render a StrokeFont have so far failed.
 Using a BitmapFont I can get strings to appear but they demonstrate
 the odd behaviour of translating themselves a distance equal to their
 length every time my displayCallback function is evaluated.

This is actually not a bug, but a feature. :-) From the Haddock docs for 
renderString:


Render the string in the named font, without using any display lists. 
Rendering a nonexistent character has no effect.

If the font is a bitmap font, renderString automatically sets the OpenGL 
unpack pixel storage modes it needs appropriately and saves and restores the 
previous modes before returning. The generated call to bitmap will adjust the 
current raster position based on the width of the string. If the font is a 
stroke font, translate is used to translate the current model view matrix to 
advance the width of the string. 


The rational behind this is that you set a position once, and subsequent 
multiple renderString calls will render the individual strings one after the 
other, just like printf appends strings on the output. If this is not clear 
from the documentation, any suggestions how to improve the docs?

And another hint: On usual consumer graphic cards, stroke fonts are normally 
faster than bitmapped fonts. The fastest, most flexible (scaling, 
filtering, ...) and visually nicest option would be textured quads, but this 
is not supported by GLUT.

 My requests are:
   * Does anyone know how to keep the position fixed?

For bitmapped fonts, explicitly set the currentRasterPosition. For stroke 
fonts, you can use the normal modelview machinery 
(loadIdentity/preservingMatrix/...).

   * Are there any good examples of (working) GLUT code available on
 the web, I'm finding it very hard to make any progress at the moment.
 Certainly not at Haskell speed :(

Depending on the distribution you use, you probably have the example already 
somewhere on your disk or you can directly have a look at the repository:

   http://darcs.haskell.org/packages/GLUT/examples/

Cheers,
   S.
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Re: [Haskell-cafe] renderString problems

2007-08-26 Thread Martin DeMello
On 8/26/07, Sven Panne [EMAIL PROTECTED] wrote:

 This is actually not a bug, but a feature. :-) From the Haddock docs for
 renderString:

 
 Render the string in the named font, without using any display lists.
 Rendering a nonexistent character has no effect.

 If the font is a bitmap font, renderString automatically sets the OpenGL
 unpack pixel storage modes it needs appropriately and saves and restores the
 previous modes before returning. The generated call to bitmap will adjust the
 current raster position based on the width of the string. If the font is a
 stroke font, translate is used to translate the current model view matrix to
 advance the width of the string.
 

 The rational behind this is that you set a position once, and subsequent
 multiple renderString calls will render the individual strings one after the
 other, just like printf appends strings on the output. If this is not clear
 from the documentation, any suggestions how to improve the docs?

Why not add the rationale to the docs too? Invoking printf should make
the thing jump into focus for anyone who hasn't got it.

martin
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Re: [Haskell-cafe] renderString problems

2007-08-02 Thread Stuart Cook
On 8/2/07, Dave Tapley [EMAIL PROTECTED] wrote:
 Using a BitmapFont I can get strings to appear but they demonstrate
 the odd behaviour of translating themselves a distance equal to their
 length every time my displayCallback function is evaluated.

I've never used OpenGL from Haskell, but it sounds like renderString
is modifying your modelview matrix with each call, presumably to make
it easier to chain lots of text together in one frame. Since the
matrix never gets reset, the translation effect accumulates each time
the scene is redrawn.

The quick fix would be to call loadIdentity (i.e. glLoadIdentity) each
time you update, before drawing anything.


Stuart
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Re: [Haskell-cafe] renderString problems

2007-08-02 Thread Claude Heiland-Allen

Hi Dave, everyone...

Dave Tapley wrote:

Hi all,

I'm having a lot of trouble using renderString from Graphics.UI.GLUT.Fonts.
All my attempts to render a StrokeFont have so far failed.
Using a BitmapFont I can get strings to appear but they demonstrate
the odd behaviour of translating themselves a distance equal to their
length every time my displayCallback function is evaluated.

My requests are:
  * Does anyone know how to keep the position fixed?


One way is to wrap the drawing action with preservingMatrix :

http://cvs.haskell.org/Hugs/pages/libraries/OpenGL/Graphics-Rendering-OpenGL-GL-CoordTrans.html#v%3ApreservingMatrix

(re-exported from the main GLUT module, if I read the docs correctly)

This pushes the transformation state to a stack, executes the action, 
and restores the transformation state from the stack.


More useful when you have complex scenes/subscenes/subsubscenes etc, but 
should work here too.


 [snip]


Claude
--
http://claudiusmaximus.goto10.org

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Re: [Haskell-cafe] renderString problems

2007-08-02 Thread Paul L
Your code is not rendering stroke font, but bitmap. Use the following
code to render str at x and y position.

  GL.currentRasterPosition $= vertex4 x y 0 1
  GLUT.renderString GLUT.Fixed8By13 str

where vertex4 is defined as:

  vertex4 :: Float - Float - Float - Float - GL.Vertex4 Float
  vertex4 = GL.Vertex4

Note that the coordinate system for rasterization is different from
GL's transformation matrix.

If you really want the stroke font, you should use Roman or MonoRoman,
then you may transform your position using GL.translate (GL.Vector3 x
y 0).

Regards,
Paul L

On 8/1/07, Dave Tapley [EMAIL PROTECTED] wrote:
 Hi all,

 I'm having a lot of trouble using renderString from Graphics.UI.GLUT.Fonts.
 All my attempts to render a StrokeFont have so far failed.
 Using a BitmapFont I can get strings to appear but they demonstrate
 the odd behaviour of translating themselves a distance equal to their
 length every time my displayCallback function is evaluated.

 My requests are:
   * Does anyone know how to keep the position fixed?
   * Are there any good examples of (working) GLUT code available on
 the web, I'm finding it very hard to make any progress at the moment.
 Certainly not at Haskell speed :(

 I am using the following code:

  import Graphics.UI.GLUT
  main = do
  getArgsAndInitialize
  createWindow 
  displayCallback $= update
  actionOnWindowClose $= ContinueExectuion
  mainLoop
 
  update = do
  clear [ColorBuffer]
  renderString Fixed8By13 $ Test string
  flush

 Cheers,
 Dave
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