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authorTon Roosendaal <ton@blender.org>2005-05-12 01:09:13 +0400
committerTon Roosendaal <ton@blender.org>2005-05-12 01:09:13 +0400
commit884c94500bce8545aa988a85136e49948b245d05 (patch)
tree22ea7f93c0f07dc3c512e97a6d3c0cbd3791a09d /extern/bFTGL
parent6bc1dd46654a70cbaef69a2248cf17175788e35b (diff)
Another update on FTGL texture fonts drawing. Added the same floor() trick
to precisely align the glyphs to pixel coordinates as used in the Pixmap version. It now looks fully identical here.
Diffstat (limited to 'extern/bFTGL')
-rwxr-xr-xextern/bFTGL/src/FTTextureGlyph.cpp13
1 files changed, 9 insertions, 4 deletions
diff --git a/extern/bFTGL/src/FTTextureGlyph.cpp b/extern/bFTGL/src/FTTextureGlyph.cpp
index 4b29268f1ce..b8267dcce89 100755
--- a/extern/bFTGL/src/FTTextureGlyph.cpp
+++ b/extern/bFTGL/src/FTTextureGlyph.cpp
@@ -54,27 +54,32 @@ FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOf
FTTextureGlyph::~FTTextureGlyph()
{}
+#include <math.h>
float FTTextureGlyph::Render( const FTPoint& pen)
{
+ float dx;
+
glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
if( activeTextureID != glTextureID)
{
glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
}
+ dx= floor( (pen.x + pos.x ) );
+
glBegin( GL_QUADS);
glTexCoord2f( uv[0].x, uv[0].y);
- glVertex2f( pen.x + pos.x, pen.y + pos.y);
+ glVertex2f( dx, pen.y + pos.y);
glTexCoord2f( uv[0].x, uv[1].y);
- glVertex2f( pen.x + pos.x, pen.y + pos.y - destHeight);
+ glVertex2f( dx, pen.y + pos.y - destHeight);
glTexCoord2f( uv[1].x, uv[1].y);
- glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y - destHeight);
+ glVertex2f( dx + destWidth, pen.y + pos.y - destHeight);
glTexCoord2f( uv[1].x, uv[0].y);
- glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y);
+ glVertex2f( dx + destWidth, pen.y + pos.y);
glEnd();
return advance;