Opengl Error Creating Font
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Freetype Opengl Tutorial
Blender Foundation Certified TrainersInfrastructure: Blender IDInfrastructure: Blender StoreInfrastructure: opengl font library Blender Web AssetsInfrastructure: Blender.OrgInfrastructure: WebsitesLibmvMaskingMesh ModelingModeratorsModifiersMotion TrackingNodesOpenGL / GfxPhysicsPillarPillar Python SDKPillar ServerPillar
Opengl Ttf Font Rendering
WebPillar WebsitePlatform: FreeBSDPlatform: LinuxPlatform: Mac OS XPlatform: WindowsPythonQuick HacksRenderingSculpting and PaintingText EditorTranslationsUser InterfaceVideo SequencerQueriesOpen TasksAll TasksSearchAdvanced SearchActionsManiphest HelpManiphest HelpQuick opengl bitmap fonts ActionsQuick ActionsLog InLog InSearchCreate TaskCreate FormCreate PasteCreate ProjectEmail HelpEmail Commands: Tasks Maniphest T32443 Error displaying fonts (Intel/OpenGL)Closed, ArchivedPublicActionsEdit TaskEdit Related Tasks...Edit Parent TasksEdit SubtasksMerge Duplicates InClose As DuplicateEdit Related Objects...Edit CommitsEdit RevisionsSubscribeAward TokenTagsBF Blender (Backlog)SubscribersNoneAssigned ToNoneAuthored ByL S freetype example (auskudestroy), Aug 29 2012DescriptionDear Blender devs, I'am amazed of your job that you are doing for free!! Sadly there is a bug to report: blender displays the fonts incorrectly.(see screenshots) I installed the old interface and the fonts worked. Its probably a driver issue: blender 2.63/2.63a/2.64rc acer aspire d270 windows7 32 bit atom processor n2600 (dual core 1,6Ghz) 2 GB ram cedartrail graphics 3600 series: Intel® Graphics Media Accelerator 3600 Series Report Report Date: 8/29/2012 Report Time[hr:mm:ss]: 22:40:1 Driver Version: 8.14.8.1075 Operating System: Windows 7 Service Pack 1(6.1.7601) Default Language: German (Germany) DirectX* Version: 9.0 Physical Memory: 2036 MB Minimum Graphics Memory: 0 MB Maximum Graphics Memory: 762 MB Graphics Memory in Use: 0
it was long ago and I only ever messed around with shapes), so maybe I just have an error that I
Text Opengl
can't see, but my compiler (Xcode 5) isn't picking up any errors. oglft Here's the code: 1
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#include
Wglusefontbitmaps
RenderWindow window(VideoMode(800, 600), "Name here", Style::Default); window.setVerticalSyncEnabled(true); while (window.isOpen()) { Event event; while (window.pollEvent(event)) { if (event.type == Event::Closed) { window.close(); } } window.clear(Color::Black); //Draw everything here Font font; if https://developer.blender.org/T32443 (!font.loadFromFile("Arial.ttf")) { //Nothing goes here...? } Text text; text.setFont(font); text.setString("Hello World"); text.setCharacterSize(24); text.setColor(Color::White); window.draw(text); window.display(); } return 0; } I tried Googling the question, but 90% of what came up were answers like "You didn't set a font, that's why the text isn't being displayed." But I set a font, and I included it in my Resources folder. Maybe I've just http://www.cplusplus.com/forum/beginner/139718/ defined everything in the wrong place?? Aug 2, 2014 at 1:32pm UTC JRHolmes (31) Hello, I tested the code and it works fine. Check that you have the font in the correct directory. Is your line 29 returning true? Aug 2, 2014 at 2:10pm UTC closed account (j1CpDjzh) I just checked the console and found this error: Failed to load font "Arial.ttf" (failed to create the font face) I don't understand why it's failing though? It says the font is in the Resources folder ( http://prntscr.com/48te54 ). Aug 2, 2014 at 4:03pm UTC Disch (13766) The program doesn't know to look in your resources folder. Whenever you give a filename without a full path, it looks first in the current directory. This directory is usually the same directory as the exe. Though in some IDEs (like VS), when you run from the IDE the directory is configurable, and it'll default to the project directory. If you're on Windows... you can do this to see the current directory: 1
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// be sure to #include
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in lesson 13. However... Outline fonts are about 100 times more cool! You can size Outline fonts. Outline font's can move around the screen in 3D, and outline fonts can have thickness! No more flat 2D fonts. With Outline fonts, you can turn any font that's installed on your computer into a 3D font for OpenGL, complete with proper normals so the characters light up really nice when light shines on them. A small note, this code is Windows specific. It uses the wgl functions of Windows to build the font. Apparently Apple has agl support that should do the same thing, and X has glx. Unfortunately I can't guarantee this code is portable. If anyone has platform independant code to draw fonts to the screen, send it my way and I'll write a 3rd font tutorial. We start off with the basic GL code from lesson 1. We'll be adding the Math.h header file so we can move the text around the screen in 3D using SIN and COS. #include