What is OpenGL® text?
Text OpenGL® describes any computer font that, through a number of different methods, appears to be an element inside the OpenGL® scene. There is no congenital ability to open the text inside the three -dimensional (3D) scenes, and in fact there are no internal ways to overlap the system's text inside the frame. This has led to the creation of various independent libraries that tried as simple as possible using the OpenGL® text. There are three basic methods of creating an OpenGL® text: texture, geometry and bitmap mapping. Each has advantages and disadvantages, with the biggest disadvantage for almost all OpenGL® text to reduce the rendering rate. The display of fonts or other text is not considered an essential part of the OpenGL® Library of Function Library. Instead, the Ting software developers have provided independent libraries in an effort to facilitate the use of text within 3D environments.
using the text bitOpenGL® Maps can be done in several ways, but it is by far one of the simplest methods of implementation. This process begins with one bitmapped image of the entire set of fonts that will be used. When you need to view the word on the screen, the individual letters are copied from the bitmap and arranged on the OpenGL® texture. This texture, which now contains a complete string, is then mapped on a quadrilateral and placed in front of the scene, so it overlaps the rest of 3D objects.
It is also possible to use geometry to design OpenGL® text. This includes the use of fonts that have two -dimensional (2D) vector information on how to draw each letter. These vectors are translated into peaks and triangles, so every flight of its own model. To display a text string with geometric fonts, the models must only be sorted in the correct order in the scene. One of the advantages of this method is that text models can be easily extruded to form block 3D letters.
Final common method that can be usedTo display the OpenGL® text, it is to use a simple pre -made texture map. This is a picture in which the desired text string is already drawn in the way it should appear on the scene. The image can then be used on any object and display the text when rendering the object. Texture maps are mostly effective for static text, such as words on the 3D page of cardboard. It is one of the simplest ways to display a text that has the right gaps and kerning.