tag:blogger.com,1999:blog-846423038930262405.post4835026386753737538..comments2010-08-20T06:21:57.359-07:00Comments on Access Violation: Vector representation of fonts on GPU.NULL_PTRhttp://www.blogger.com/profile/06754673521167225516noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-846423038930262405.post-11449953085279940182009-05-02T13:38:00.000-07:002009-05-02T13:38:00.000-07:00Updated it to write some description file.Updated it to write some description file.NULL_PTRhttps://www.blogger.com/profile/06754673521167225516noreply@blogger.comtag:blogger.com,1999:blog-846423038930262405.post-39353711589428713972009-05-02T13:17:00.000-07:002009-05-02T13:17:00.000-07:00Here is the generator code and executable.
http://...Here is the generator code and executable.<br />http://www.egoengine.com/Files/FontToVector.rar (20kb)<br /><br />There are some command line options, so you can make a .bat file with something like:<br />FontToVector.exe -l 700 -s 512 -f "Courier New"<br /><br />-l sets the letter size (I recommend to set it to a maximum that will fit to result image)<br />-s sets the image size<br />-f selects font (quotation marks are necessary)<br /><br />There is no description file generated that could've contain the information about the glyph position and size in an image. It can be generated from texXOff, texYOff, xBlocks and yBlocks variables, at the line 584.NULL_PTRhttps://www.blogger.com/profile/06754673521167225516noreply@blogger.comtag:blogger.com,1999:blog-846423038930262405.post-62857438087010522482009-04-28T01:06:00.000-07:002009-04-28T01:06:00.000-07:00Great work. Would you mind also posting the code t...Great work. Would you mind also posting the code to generate the font-texture so we can use it for any font???Erwin Beckers fotografie - www.erwinbeckers.nlhttps://www.blogger.com/profile/15530277101514237540noreply@blogger.comtag:blogger.com,1999:blog-846423038930262405.post-7882204020640653112008-07-12T15:19:00.000-07:002008-07-12T15:19:00.000-07:00Thanks for an interesting paper.But it looks a lit...Thanks for an interesting paper.<BR/><BR/>But it looks a little more complicated than mine.<BR/>And it has a disadvantage; if you wish to create dynamic text, you will have to update larger portions of vertex buffer for a single glyph.<BR/>On the other hand, it looks <B>much</B> simplier to process in fragment shader even with antialiasing turned on.NULL_PTRhttps://www.blogger.com/profile/06754673521167225516noreply@blogger.comtag:blogger.com,1999:blog-846423038930262405.post-60731932094465186422008-07-01T18:58:00.000-07:002008-07-01T18:58:00.000-07:00You should check this:http://research.microsoft.co...You should check this:<BR/>http://research.microsoft.com/~cloop/loopblinn05.pdf<BR/><BR/>Accelerated glyph rendering, in a rather neat and uncomplicated way.Unknownhttps://www.blogger.com/profile/11443238769224924949noreply@blogger.com