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  JOGL curve based text renderer  (Read 1626 times)
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Offline Rejechted

Senior Member


Medals: 1
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Just a guy making some indie games :D


« Posted 2011-10-24 20:34:28 »

Hello,

Does anyone have experience with getting the new curve based text renderer to work?  We'd like to get around the limitations of the AWT renderer (the inability to change font/fontsize without using a separate TextRenderer instance, to name one).  There's almost no documentation and examples of the new system are sparse.  Wondering if anyone has any simple, working examples using this new system.

Blog for our project (Codenamed Lead Crystal): http://silvergoblet.tumblr.com
Offline gouessej

JGO Ninja


Medals: 33
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TUER


« Reply #1 - Posted 2011-10-24 22:51:08 »

Hi

Sven plans to add a step-by-step tutorial to explain how to use the new text renderer. The legacy renderer is enough if you don't target embedded platforms despite its limitations.

Edit.: You can find an example here:
https://github.com/sgothel/jogl/blob/master/src/test/com/jogamp/opengl/test/junit/graph/demos/GPUUISceneNewtDemo02.java

Offline Rejechted

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Medals: 1
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Just a guy making some indie games :D


« Reply #2 - Posted 2011-10-25 06:17:20 »

Thanks,

For now I can stick with AWT as we are working strictly in 2D and it already is set up nicely to do a black outline around the text.  Mainly the switch would be a convenience factor as now we need to maintain a map of TextRenderers for various fonts/sizes, along with an enum for each.

Blog for our project (Codenamed Lead Crystal): http://silvergoblet.tumblr.com
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