void RAS_OpenGLRasterizer::RenderText3D( int fontid, const char *text, int size, int dpi, const float color[4], const double mat[16], float aspect) { /* gl prepping */ DisableForText(); /* the actual drawing */ glColor4fv(color); /* multiply the text matrix by the object matrix */ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); BLF_matrix(fontid, mat); /* aspect is the inverse scale that allows you to increase */ /* your resolution without sizing the final text size */ /* the bigger the size, the smaller the aspect */ BLF_aspect(fontid, aspect, aspect, aspect); BLF_size(fontid, size, dpi); BLF_position(fontid, 0, 0, 0); BLF_draw(fontid, text, 65535); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); }
void GPC_RenderTools::RenderText3D( int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect) { /* the actual drawing */ glColor3fv(color); /* multiply the text matrix by the object matrix */ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); BLF_matrix(fontid, mat); /* aspect is the inverse scale that allows you to increase */ /* your resolution without sizing the final text size */ /* the bigger the size, the smaller the aspect */ BLF_aspect(fontid, aspect, aspect, aspect); BLF_size(fontid, size, dpi); BLF_position(fontid, 0, 0, 0); BLF_draw(fontid, (char *)text, strlen(text)); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); glEnable(GL_DEPTH_TEST); }
void GPC_RenderTools::RenderText3D( int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect) { if(GLEW_ARB_multitexture) { for(int i=0; i<MAXTEX; i++) { glActiveTextureARB(GL_TEXTURE0_ARB+i); if(GLEW_ARB_texture_cube_map) if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) glDisable(GL_TEXTURE_CUBE_MAP_ARB); if(glIsEnabled(GL_TEXTURE_2D)) glDisable(GL_TEXTURE_2D); } glActiveTextureARB(GL_TEXTURE0_ARB); } else { if(GLEW_ARB_texture_cube_map) if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) glDisable(GL_TEXTURE_CUBE_MAP_ARB); if(glIsEnabled(GL_TEXTURE_2D)) glDisable(GL_TEXTURE_2D); } /* the actual drawing */ glColor4fv(color); /* multiply the text matrix by the object matrix */ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); BLF_matrix(fontid, mat); /* aspect is the inverse scale that allows you to increase */ /* your resolution without sizing the final text size */ /* the bigger the size, the smaller the aspect */ BLF_aspect(fontid, aspect, aspect, aspect); BLF_size(fontid, size, dpi); BLF_position(fontid, 0, 0, 0); BLF_draw(fontid, text, 65535); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); glEnable(GL_DEPTH_TEST); }
/* Print 3D text */ void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect) { /* gl prepping */ DisableForText(); /* the actual drawing */ glColor4fv(color); /* multiply the text matrix by the object matrix */ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); BLF_matrix(fontid, mat); /* aspect is the inverse scale that allows you to increase */ /* your resolution without sizing the final text size */ /* the bigger the size, the smaller the aspect */ BLF_aspect(fontid, aspect, aspect, aspect); BLF_size(fontid, size, dpi); BLF_position(fontid, 0, 0, 0); BLF_draw(fontid, (char *)text, 65535); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); }