Thread overview
Text rendering tutorial at DMedia
Jun 28, 2007
Tom S
Jun 28, 2007
Derek Parnell
Jun 28, 2007
Lutger
Jun 28, 2007
Deewiant
Jun 29, 2007
janderson
Jun 29, 2007
Tom S
Jun 29, 2007
Lutger
Jun 30, 2007
Clay Smith
June 28, 2007
It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.

http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1

Let me know what you think!
Cheers :)


-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
June 28, 2007
On Thu, 28 Jun 2007 06:02:15 +0200, Tom S wrote:

> It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.
> 
> http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
> 
> Let me know what you think!
> Cheers :)

Wow!  You have way too much free time on your hands <G>

Great work and I'm very impressed. I hope I never have to do such low-level coding for throwing text onto a screen. I'll stick to using library routines, like yours of course.

-- 
Derek
(skype: derek.j.parnell)
Melbourne, Australia
28/06/2007 4:37:49 PM
June 28, 2007
Tom S wrote:
> It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.
> 
> http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
> 
> Let me know what you think!
> Cheers :)
> 
> 

Thanks! Very valuable information. I've just purchased an LCD monitor and find making fonts look good all the time is just, ugh.

About free texture tools, have you seen the one on angelcode? It does kerning, unicode, tight packing, etc. I liked it a lot
for simple font requirements: http://www.angelcode.com/products/bmfont/

June 28, 2007
Tom S wrote:
> It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.
> 
> http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
> 
> Let me know what you think!
> Cheers :)
> 

Nice. I've been hoping for something like this ever since I first saw some screenshots on, IIRC, your FragBots page, about a year ago.

I've always been annoyed with bitmap fonts as well, and been frustrated with my
attempts to get FreeType to work: it's pretty much the lowest level library for
this stuff, but the few good wrappers that exist are either for C++ or
long-abandoned projects (or both). It's good that you've made a library which:
	- is in D
	- uses FreeType 2
	- has Unicode support
	- does all that fancy stuff which I could never bother to figure out
	- actually considers issues like not supporting a certain level of OpenGL

Haven't played around with it yet, though, but my comments hold if the tutorial isn't overstating your accomplishments. ;-)

-- 
Remove ".doesnotlike.spam" from the mail address.
June 29, 2007
Tom S wrote:
> It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.
> 
> http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
> 
> Let me know what you think!
> Cheers :)
> 
> 

An awesome read.  Well done!
June 29, 2007
Thanks for the feedback folks! The tutorial landed on opengl.org, dzone and del.icio.us BTW :D

-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
June 29, 2007
Tom S wrote:
> Thanks for the feedback folks! The tutorial landed on opengl.org, dzone and del.icio.us BTW :D
> 

And well deserved. You should make a post on gamedev.net too, the topic comes up regularly but resources are, as you mentioned, often lacking.
June 30, 2007
Tom S wrote:
> It uses D, OpenGL and FreeType 2 for Unicode text rendering with subpixel anti-aliasing, kerning, custom LCD filtering and on-demand glyph caching.
> 
> http://dmedia.dprogramming.com/?n=Tutorials.TextRendering1
> 
> Let me know what you think!
> Cheers :)
> 
> 

Very well done :) Now there is no excuse for OpenGL D apps to have poor fonts.