com.partnersoft.gui
Class GLVectorFontLib
java.lang.Object
com.partnersoft.gui.GLVectorFontLib
public class GLVectorFontLib
- extends java.lang.Object
The basic idea is that we would like to render vector fonts as
meshes in OpenGL, mainly because font bitmaps are too cumbersome
to keep track of. (Are they?)
The complexity in font rendering comes from the very specific problem
of rendering text, which has to look right to our eyes, and rendering
it on very low-resolution monitors. Faced with a tiny amount of pixels
to express subtle serifs and holes and proportions and what have you,
font designers have resorted to making point- and pixel-specific rendering
commands for each font. This means that a well-designed font like Times
New Roman will have rendering hints for rendering at 8 points, 10 points,
and so on.
To take advantage of a font's rendering hints, you have to tell the font
what point size you're rendering the font at and what letters you're drawing.
You get back a mesh fitted for drawing a font as well as it can be drawn for
your specific point size.
- Author:
- Russell Cagle
Copyright 2005 Partner Software, Inc.
|
Method Summary |
static Mesh |
tessellateText(java.awt.Font font,
javax.media.opengl.glu.GLU glu,
char[] chars)
Returns a Mesh for drawing the text. |
| Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
GLVectorFontLib
public GLVectorFontLib()
tessellateText
public static Mesh tessellateText(java.awt.Font font,
javax.media.opengl.glu.GLU glu,
char[] chars)
- Returns a Mesh for drawing the text.