https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #13 from Brian Paul <bri...@vmware.com> --- (In reply to comment #11) > We've tried really hard to help you, and all of your responses have been > filled with rudeness and belligerence. Ian, I don't think James is being unreasonable. He's simply trying to use a legacy OpenGL feature (that works fine with other drivers) and is frustrated that nobody seems interested in helping him. And simply saying "just forget about glXUseXFonts and use textures" doesn't really help either, given the other constraints that he described (and were probably glossed over by others). James, I think I have a possible path to a solution for you. The texture map approach really is the best way to go, but you're probably wondering about how to get your font glyphs without pulling in some new font utility/library, font files, etc. If you look at Mesa's src/mesa/drivers/x11/xfonts.c file you'll find an implementation of glXUseXFont(). It uses some Xlib code to convert X font glyphs into bitmap images. I think you could adapt that code so that you'd save the bitmap images in some data structure, then implement a simple bitmap character renderer to render strings into a texture image (see also src/mesa/state_trackers/st_cb_bitmap.c and the _mesa_expand_bitmap() function). Then render the texture/string with GL_ALPHA_TEST or blending. I think you could do all this in a few hundred lines of code (most of it from xfonts.c). Maybe there's even some code on the net that does this already. Anyway, you could build new code this with your other app sources and avoid any new external dependencies. Hope that helps. -- You are receiving this mail because: You are the assignee for the bug.
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