Hi Guys,
Working through Nehe’s tutorial on outline fonts at: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14
I notice he talks about font size based on character height vs cell. Can someone please explain this to me?
I ask because I tried changing his value for font size from -24 to -12 - but it didnt seem to make a difference??
-Al
take a look at this msdn page about createfont.
I don’t know exactly what it truly means, so i use glScale to get a bigger font, works just fine.
Hopefuly we(the NeheDev team) will find a better (and system independent) way of doing this when we rewrite the text tutorials.
Weird, because i have tried changing the font size, to both positive and negative values to try and get a smaller font - and nothing changes!!!
Any ideaS?
It could be that wglUseFontOutlines does not use that value at all
i use this before glCallLists
glScalef(sx,-sy,1);
glTranslatef((x/sx),-(y/sy),0.0f);
instead of
glTranslatef(-length/2,0.0f,0.0f);
sx and sy controls the size
x and y moves it around the screen
That worked - thanks. Would love to know why it doesnt work with the font size value?
-Al
Relic
July 5, 2006, 1:02am
6
Read the wglUseFontOutlines manual.
“The em square size of the font, the notional grid size of the original font outline from which the font is fitted, is mapped to 1.0 in the x- and y-coordinates in the display lists.”
Means the fontsize you used to create the logical font is ignored and any glyph’s OpenGL coordinates after wglUseFontOutlines are always in the range [0.0, 1.0].