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  [SOLVED]Rendering font with LWJGL  (Read 571 times)
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Offline DDDBOMBER

Junior Member


Projects: 1



« Posted 2012-11-02 16:34:12 »

I am having some trouble rendering fonts with LWJGL, i have a 128x128 png with all the letters drawn out, my current code is
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package com.bomberBox.game.screen;

import org.lwjgl.opengl.GL11;

import com.bomberBox.game.TextureHandler;

public class Font {
   private static final String chars = "" + //
        "ABCDEFGHIJ" +//
        "KLMNOPQRST" +//
        "UVWXYZabcd" +//
        "efghijklmn" +//
        "opqrstuvwx" +//
        "yz/#:     " +//
        "0123456789";


   
   public static void draw(String string, int x, int y, float r, float g, float b, float a) {
      for (int i = 0; i < string.length(); i++) {
         int ch = chars.indexOf(string.charAt(i));
         if (ch < 0) continue;

         int xx = (ch % 10) * 12;
         int yy = (ch / 10) * 16;
         int xd = x + i * 12;
           GL11.glPushMatrix();
         GL11.glColor4f(r, g, b, a);
         TextureHandler.font.bind();
           GL11.glBegin(GL11.GL_QUADS);
           GL11.glTexCoord2f(xx, yy); GL11.glVertex2f(xd, y);
           GL11.glTexCoord2f(xx + 10, yy); GL11.glVertex2f(xd+20, y);
           GL11.glTexCoord2f(xx + 10, yy + 16); GL11.glVertex2f(xd+20, y+32);
           GL11.glTexCoord2f(xx, yy + 16); GL11.glVertex2f(xd, y+32);
           GL11.glEnd();
           GL11.glPopMatrix();
      }
   }
}


It renders some white bars but not the font or words... I am struggling to see where i've gone wrong...
Offline Riven
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JGO Overlord


Medals: 438
Projects: 4


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« Reply #1 - Posted 2012-11-02 16:37:50 »

Texcoords are in the range 0..1 Pointing

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Offline princec
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« Reply #2 - Posted 2012-11-02 16:38:04 »

You forgot
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glEnable(GL_TEXTURE_2D); 
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);


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Offline DDDBOMBER

Junior Member


Projects: 1



« Reply #3 - Posted 2012-11-02 17:05:31 »

Texcoords are in the range 0..1 Pointing

Thanks, completely forgot that, fixed it now
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   public static void draw(String string, int x, int y, float r, float g, float b, float a) {
      for (int i = 0; i < string.length(); i++) {
         int ch = chars.indexOf(string.charAt(i));
         if (ch < 0) continue;

         int xx = (ch % 10) * 12;
         int yy = (ch / 10) * 16;
         int xd = x + i * 12;
           GL11.glPushMatrix();
         GL11.glColor4f(r, g, b, a);
         TextureHandler.font.bind();
           GL11.glBegin(GL11.GL_QUADS);
           float left = (float) (1.0*(xx/128.0));
           float right = (float) (1.0*((xx+10)/128.0));
           float top = (float) (1.0*(yy/128.0));
           float bottom = (float) (1.0*((yy+16)/128.0));
           GL11.glTexCoord2f(left, top); GL11.glVertex2f(xd, y);
           GL11.glTexCoord2f(right, top); GL11.glVertex2f(xd+10, y);
           GL11.glTexCoord2f(right, bottom); GL11.glVertex2f(xd+10, y+16);
           GL11.glTexCoord2f(left, bottom); GL11.glVertex2f(xd, y+16);
           GL11.glEnd();
           GL11.glPopMatrix();
      }
   }
Offline davedes
« Reply #4 - Posted 2012-11-02 17:12:19 »

Performance tips:
  • Reduce the calls to glBegin/glEnd by only calling it once outside your loop. If you use it for every character in a string, you will very quickly run into performance problems.
  • Same for binding textures; no point in doing them every iteration. Instead; call it once at the beginning of your method and (if you don't already) cache the last bound texture to minimize redundant calls to glBindTexture.
  • Ideally use vertex arrays or VBOs to further improve performance.
  • Don't push/pop matrices when it's not necessary.

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