Comments (1)
Available as of 2.5, based on AWT drawString method, which is applied on top of the image containing the complete OpenGL scene. This is hence not a real OpenGL implementation of text management, but it provides a simple an easy way to quickly draw text with a larger font support than the one provided by OpenGL1.
See these two new methods in GLUT
/**
* Print string at the specified 2d position.
*
* This method is not following exactly the GLUT interface.
* Printing text in OpenGL usually requires such code :
*
* <pre><code>
* gl.glColor3f(r, g, b);
* gl.glRasterPos3f(x, y, z);
* glut.glutBitmapString(font, string);
* </code></pre>
*
* In our case, one need to first perform model-to-screen projection to get
* x,y coordinates, and then call glutBitmapString.
*
* @see {@link #glutBitmapString(Font, String, float, float, float, float, float, float) to avoid doing the model-to-screen projection.
*/
public void glutBitmapString(Font font, String string, float x, float y) {
JavaGL.appendTextToDraw(font, string, (int)x, (int)y);
}
/**
* Print string at the specified 3d position.
*
* This method is not following exactly the GLUT interface.
* Printing text in OpenGL usually requires such code :
*
* <pre><code>
* gl.glColor3f(r, g, b);
* gl.glRasterPos3f(x, y, z);
* glut.glutBitmapString(int font, string);
* </code></pre>
*
* Here we provide a convenient function that does all in one pass
* <pre><code>
* glut.glutBitmapString(java.awt.Font, java.lang.String, x, y, z, r, g, b);
* </code></pre>
*
* Behind the scene it makes the model-to-screen conversion and then
* provide all data to {@link GL#appendTextToDraw(Font, String, int, int, float, float, float)}
* that will handle the text rendering in {@link GL#glFlush()}
*/
public void glutBitmapString(Font font, String string, float x, float y, float z, float r, float g, float b) {
double[] win = modelToScreen(x, y, z);
double winX = win[0];
double winY = JavaGL.Context.Viewport.Height - win[1];
JavaGL.appendTextToDraw(font, string, (int)winX, (int)winY, r, g, b);
}
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Related Issues (10)
- Geometries with low alpha channel appear dark and opaque instead of translucent HOT 2
- Canvas does not repaint completely HOT 1
- GL functions to support callbacks as Callable HOT 2
- Can't reset background with glClear (i.e. glClearColor is not applied) HOT 2
- Need a glPolygonOffsetFill like to improve rendering of filled polygons having a wireframe HOT 2
- GL.glDrawPixels does not work
- Let a 3d Text and Symbols be hidden by polygons HOT 1
- Line width is not applied properly : all line have a 1.0 width regardless the setting of glLineWidth
- Text rendering is awful
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