On Sun, Feb 28, 2010 at 10:53 AM, Alex V <[email protected]> wrote:

> Hi guys,
>
> I'm trying to perform some text scaling and I don't care it pixelates
> as I scale it up, I just need the method to be fast and doesn't
> regenerate the glyphs on each draw.
>
> I also need to do it in such way that is compatible with batch
> rendering, that means It doesn't have to require a opengl state change
> (is it that how it's called?) like doing a glScalef() surrounded by
> glPushMatrix glPopMatrix...as far as I know you can't put a lot of
> text labels in a single batch and do a a glScalef on a single label of
> the batch, is that right?
>
> so, in short: how can I have 50 labels (or ScrollableTextLayout) in a
> single batch, and scale 1 label of that batch without regenerating the
> glyphs,I don't care if it stretches the vertex_lists and the text
> looks weird and pixelated.. in fact, that is quite exactly what I'm
> looking for.
>
> any hints?? thanks!!
>

One simple approach would be to create the labels with a different value for
the font_size attribute...

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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