text-rendering

Draw Graphics2D to another Graphics2D

…衆ロ難τιáo~ 提交于 2021-02-07 07:26:20
问题 It is possible to draw from one Graphics2D to another Graphics2D ? Let me explain. I have printing issues, when i display a JTextArea or JTextPanel in screen, internaly its used sun.java2d.SunGraphics2D , but when im printing its used sun.print.PeekGraphics and sun.awt.windows.WPathGraphics . The problem is with some kind of Fonts, like Arial. In some sizes lines are cut. I have tryed a lot of ways to render the text in printing, Graphics2D.drawString , SwingUtilities2.drawString , TextLayout

Display 2D text with freeglut, using OpenGL

懵懂的女人 提交于 2021-02-05 09:24:42
问题 I'm pretty new into this and I'd like to display fixed location 2D texts (like level, life, score etc.) on my game's screen which is basically a 3D game. I have found a few similar questions but still could not figure out the solution for me. I mainly use GLFW for everything but I'd like to use glut for displaying texts. I have a funcion (based on a few other questions I've found here) to try out how it works but I'm not sure how exactly can I make it to actually display because now

C++ SDL2, How to regularly update a renderered text? (ttf)

偶尔善良 提交于 2020-05-27 06:54:18
问题 So I've been practicing/making a quick game for the past 6 hours, then something stumped me. The game had an integer, Score, which would be added up with one every time an ammo hits an alien. int Score; stringstream sstr; sstr << Score; string str1 = sstr.str(); TTF_Font* Sans = NULL; Sans = TTF_OpenFont("Sans.ttf", 24); SDL_Color White = {255, 255, 255}; SDL_Surface* surfaceMessage = NULL; surfaceMessage = TTF_RenderText_Solid(Sans, str1.c_str(), White); SDL_Texture* Message = NULL; Message

C++ SDL2, How to regularly update a renderered text? (ttf)

扶醉桌前 提交于 2020-05-27 06:53:05
问题 So I've been practicing/making a quick game for the past 6 hours, then something stumped me. The game had an integer, Score, which would be added up with one every time an ammo hits an alien. int Score; stringstream sstr; sstr << Score; string str1 = sstr.str(); TTF_Font* Sans = NULL; Sans = TTF_OpenFont("Sans.ttf", 24); SDL_Color White = {255, 255, 255}; SDL_Surface* surfaceMessage = NULL; surfaceMessage = TTF_RenderText_Solid(Sans, str1.c_str(), White); SDL_Texture* Message = NULL; Message

Can I get TextFormattingMode=Display while drawing off-screen (e.g. RenderTargetBitmap)?

给你一囗甜甜゛ 提交于 2020-01-24 21:16:25
问题 I'm drawing certain images in WPF which will be displayed by a game (developed by a third party). I currently produce the images using a RenderTargetBitmap . Unfortunately it seems that this only supports the Ideal text formatting mode, resulting in blurry small fonts. The application is a third-party game and thus there's no way around using images. Can I tell the RenderTargetBitmap to assume that it's drawing an image destined for one of the current montiors? Is there another way to get WPF

Speed up text rendering performance openGL

守給你的承諾、 提交于 2020-01-16 01:10:12
问题 I use the FreeType library to pull out each glyph info such as width, height and bitmap. This is done in init function, where I don't really care about the time it takes. I store each character info in map container, so I can later access each character easily. On render time I read the string and using string iterator I loop through each character and use the glyph parameters to create polygons on which I want to draw the bitmap. The polygons are drawn using VAO together with VBO To make it

Text messed up when rotated

故事扮演 提交于 2020-01-05 05:49:09
问题 I have areas on my site where text is rotated 45degrees and unfortunately rendering of that text is messed up sometimes. For example, it looks relatively ok on linux using FF and chrome, however, it looks awful on the same browsers on windows. However, IE 9-10 renders that rotated text perfectly. Is there any way to overcome this messed up text? Here's an example: example .wrap {height:200px; width:200px; position: absolute; top:100px;left:100px;-webkit-transform: rotate(45deg);-moz-transform