Drawing Text in OpenGL

BlitzMax Forums/OpenGL Module/Drawing Text in OpenGL

5quid(Posted 2006) [#1]
I'm working on a game that uses procedurally generated graphics in OpenGL so that it scales easily and seemlessly to any graphics resolution. As such, I'd like text that I draw on the screen to also be scalable to any resolution without any noticable quality drop.

One way I know of that would be to create a really high resolution image of all the characters I wish to use and then in code "chop up the image into smaller bits" and render those to quads. Though this method relies on a giant image for the quality.

Is there anyway to actually to render a font in a GLGraphics window that isn't using a giant image I created? I've done some research and read up on some commands such as glBitmap() and glCallLists(), but have no clue how to go about using them in a BlitzMax environment.


kfprimm(Posted 2006) [#2]
GLDrawText?


ozak(Posted 2006) [#3]
Check out the source for Max2D. It's a good reference for this.