OpenGL texutre mapped font rendering
I'm implementing a simple font renderer in OpenGL and have a few questions regarding that
It basically loads an image with characters on them into an OpenGL texture
Is it better to have one big texture with all characters on it, or can I have one texture per character as well?
Using the big texture, I can't seem to figure out how to correctly draw a quad with one character from the texture on it.
Let's say the whole texture is 256 * 256,开发者_JAVA百科 and each character is 16 * 16
I want to draw a quad which is 16 * 16 and map one character from the texture on it
I have tried glTexCoord2f()
but that only works with ranges from 0-1
1.- It's better for performance to have one big texture with all the characters. This is called a Texture Atlas.
2.- To get the texture coordinates, convert from pixel coords to texture coords dividing by the width and height. For example, pixel (16, 16) has texture coords (16 / 256.0, 16 / 256.0).
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