> > > I have thus committed a new algorithm for Mac GL text drawing: > > 1) Allocate a pile of pre-computed textures of default size 100. > > 2) To draw a text string do > > - if the corresponding texture is in the pile, map it to=20 > > the GL scene > > - if not, pre-compute the corresponding texture and map it > > + if the pile is not full, put the texture in the pile > > + if not, remove the most ancient pile element, and put > > the new texture in the pile. > > > Also: we need that functionality under X11 as well, how re-usable is > this code? Can it be made to work for the X11 text rendering under GL?
The pile management code is completely OS-independant. The texture-computing code uses now Mac-specific code for bitmap building, but this should be doable in a more OS-independant way. The texture-mapping code is pure OpenGL. > > I don't know about the win32 WGL_* text rendering - it might just work, > it is possible the MS did this right! > > If not, we can leverage this code again for the WGL versions too? > > -- > Ian I have checked recently that under Win32 non-latin text does not render on GL. So, yes, there's work to do here. I'd rather some more GL-savvy developer than I does it. There's a problem appearing in demo fractals that I don't know how to fix. The text color seems shaded, or blended, and is not equally so in mountain, tree and island. Even though the code asks for white text, it appears grey, and so dark a grey in the tree panel that it's barely visible. Because I know nothing about OpenGL, I dont know how to fix that. Help needed. _______________________________________________ fltk-dev mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-dev
