Subject: device fonts You might have noticed a few commits for device fonts support. Here's a summary of what's missing/which problems arise.
(1) Bitmaps vs. vectors Current implementation only supports creating a bitmap for a device font glyph. This turns out to be unsupported by AGG renderer, and not nicely working with OGL. For a quick test, just implement the FreetypeRasterizer::getFontFilename method by having it return a custom filename. We should decide if it's worth fixing the bugs with OGL and core *and* to implement draw_bitmap for AGG or focus on creating vectorial glyphs instead. Vectorial glyphs are basically shape_character_def so in order to support them we should convert the freetype glyph to a shape character. Drawing primitive are about ready (there for Drawing API) so we'd just need to find out how to perform conversion (libfreetype seems to support it). (2) Font names => filename mapping Gameswf (the current implementation being a port and cleanup of) only implements this for windows. I belive freetype2 lib to have interfaces for both win32 and mac OSs, but none for unix-like systems. My current bet is to use fontconfig for the latter, but any comment is really welcome. (3) freetype lib or pango ? A completely different approach would be dropping libfreetype and focus on a pango implementation. Pango would give us complete operating system abstraction, but I really dunno all the details given the lack of documentation for it (no tutorial around). What I understood is that pango is supposedly GUI-agnostic, but primarly used by GTK, reccommended as an interface to it. --strk; () ASCII Ribbon Campaign /\ Keep it simple! _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

