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  OpenGL font without textures  (Read 4326 times)
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Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Posted 2013-11-15 19:14:31 »

Here's some code you can use to draw text in OpenGL (LWJGL in this case) given a position, character size, kerning scale, and the text!

Each character is a grid of points (3 columns, 5 rows) and a glyph is defined by lines from one point to another.

Here's what it looks like (1.0 pixel thickness, 12 pixels tall, 8 pixels wide):



And the code:

http://pastebin.com/urD2QYpH

Offline Mads

JGO Ninja


Medals: 26
Projects: 3
Exp: 6 years


One for all!


« Reply #1 - Posted 2013-11-21 14:42:55 »

Whoa. Just like 8-segment displays. Smiley Thanks for contributing.

Offline gawaine

Innocent Bystander





« Reply #2 - Posted 2014-01-13 08:50:37 »

When I use ':' or ';' inside a string it prints a symbol like '\\'. What can be the problem ?
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Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Reply #3 - Posted 2014-01-20 00:53:43 »

When I use ':' or ';' inside a string it prints a symbol like '\\'. What can be the problem ?

That's very odd, can you show me an example of a String you're trying to print?

Offline zFollette

Junior Devvie


Exp: 2 years


I like jokes


« Reply #4 - Posted 2014-01-20 03:42:15 »

Whoa. Just like 8-segment displays. Smiley Thanks for contributing.

7 Segment. 2 on the top, 4 on the sides, and 1 in the middle.

However, this text is quite different.

Humor will keep you alive.
Offline Longarmx
« Reply #5 - Posted 2014-01-20 11:09:23 »

More like subdivided alphanumerical displays, but whatever Smiley

Thanks for contributing this! I will definitely be using this in my projects!

Offline xsvenson
« Reply #6 - Posted 2014-01-20 14:23:11 »

This is awesome.
Unfortunately, ascii only, which is too little for my needs.

“The First Rule of Program Optimization: Don't do it. The Second Rule of Program Optimization (for experts only!): Don't do it yet.” - Michael A. Jackson
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