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Re: Sneak Peak: Text & Fonts in SuperSpriteSurface

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Sneak Peak: Text & Fonts in SuperSpriteSurface
From: John Balestrieri <mrjohn at tinrocket dot com>
Date: Wed, 12 Oct 2005 17:41:44 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <CB01B71C-8BAE-489A-9AAD-7621815773F6 at tinrocket dot com> <91F066F9-1CC4-4276-A583-0338D4BF452E at chaoticbox dot com>
Hi Frank,

Great to hear -- I imagined this would be of use to other developers. To your question, yes and no. It will be doing that internally, inside of SSS, but the software that creates the font data for use in other development environments will only export the data you need to write your own text engine.

There are so many ways to do text, even just using image data, in OpenGl (mapped quads, buffer copies, 1 bit image drawing) and then so many ways to color them, that I choose to implement what was best for SSS and leave other's to best decide what they need, giving access to just the essentials for those developers.

There would also be nothing to stop you from creating fixed width fonts with the font texture map tool either, and ignoring the kerning & variable width data in the exported CVS file.

HTH,
John

On Oct 12, 2005, at 4:47 PM, Frank Condello wrote:

Looks great - I might be interested in the standalone version of this, but will it include some sort of RB functions/classes whereby you feed a string and metrics, and get back vertex arrays ready for OpenGL? I'm using fixed-width fonts at the moment and although kerning would be nice, I don't feel it's worth the effort to write a kerned vertex array generator at the moment - I'm not opposed to paying for a system that did the grunt work for me however...

Thanks,
Frank.

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