http://alice.loria.fr/publications/pape ... TM/vtm.pdf
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I agree, but also a GPU based font system will be nice.xavier wrote:It wouldn't be strictly limited to fonts -- vector graphics rendering in general would all work the same way, so a more general solution would be desired (and take much longer as a result).
It would take discussion with Sinbad about how it might work within the context of Ogre. The reason is that the common way of doing this is (a) generate the meshes offline and render them using pixel shaders with the relevant textures, or (b) do the mesh generation at runtime, which is more flexible but potentially slower. The data path is largely the same.kuxv wrote:Ok, i accept all advices you can give me. But i don't know if i have enough time to make it. I don't know how difficult it will be to implement whole vector graphics framework. I have experience with computer graphics but i don't have any experience with Orge. I think it will be easy to learn but I can't tell that for sure. Do you think that 3 months will be enough time to make whole vector graphics framework for Ogre ?
P.S.: Don't take me wrong, I'm not doing it just because I need some work for school. I would learn a lot by this and I wanted to do something usefull long time ago but haven't kicked myself to it
geometry shaders don't solve it as good.cybereality wrote:I am assuming this would be possible with dx10 geometry shaders, no?
I don't recall saying anything about TrueType/OpenType per se. If you re-read what I said, it was the notion of hacking in a quick solution (rather than working within the framework to make it integrate properly), that I disagreed with.Silicon Savvy wrote:xavier, you've made your feelings on this clear, but I see TrueType as a mature 2d vector graphic format that already has content creation tools available for it.
I'm building an interface system for my game that is made of 3D flat shapes (like quads, but not necesarly squared) moving in 3D space. Displaying text in 3D is a big problem i have currently because there is no easy way to do this efficiently. So this could be interesting in my case. For instance i'm finishing the movement systems and was thinking of trying different techniques for different type of texts.Can anyone think (or has anyone thought) of a better way this project could be used in practice?
That's it exactly! If all you need is disembodied text, then you could easily use the GPU font system directly in your app.3D flat shapes (like quads, but not necesarly squared) moving in 3D space