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2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-12Style cleanup in blenfont (spaces, C++ comments, etc.).Bastien Montagne
2012-02-10reverting commit [43876] Fix for aliased fonts in the game engineDalai Felinto
2012-02-04Code Cleanup: avoid double promotion.Campbell Barton
2012-02-04Fix for aliased fonts in the game engine.Alex Fraser
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-01-06Move glTexEnvi to draw__start/draw__end.Diego Borghetti
As Campbell point, this is to avoid call glGet/glTexEnvi on each character.
2012-01-03Fix:Diego Borghetti
[#25834] no color of textobjects in game engine when combined with textured objects [#26893] Curruption of displayed text (debug properties/fps info or bgui) when using animated/tile uv mode The first bug was beacuse a bad mode on the texture environment, now we save the current glTexEnvi, set the one that we need, draw and restore the original at the end. The second was because a missing call to glLoadIdentity for the texture matrix and as we do before, now we do a gl-Push/Identity/Pop for this matrix to. The first problem was solved by Kanttori and the second by Dalai.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-19Blenfont: fix use incorrect clear of ascii glyph cache, leading to crashBrecht Van Lommel
when toggling use antialising user preference. Also fix some other use of uninitialized memory found by valgrind.
2011-09-18blf - further shrink drawing functions & some style changes.Campbell Barton
2011-09-17Speedup for font drawing, every letter was character was calling:Campbell Barton
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex); ... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well. Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font. Gives 8% overall FPS speedup when displaying heavy UI in my test.
2011-09-12fix for changing font sizes with recent utf8 speedupCampbell Barton
2011-03-10fix [#26442] blender crash when turning off antialiasing fontsCampbell Barton
ASCII lookup table wasn't being freed when when the rest of the glyphs were. Also found own bug where mesh stat text was using wrong sized array (char[3] as char[4]).
2011-02-27doxygen: blender/blenfont tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-19Rename global_ft_lib and make it static.Diego Borghetti
Remove the XXX code from blf_glyph.c and use the pointer inside the FontBLF struct. If still have problem, let me know.
2011-02-18Bugfix #26135Ton Roosendaal
User Preferences Using "no AA font" crashed, caused by commit to make static variables. However, how this was ever meant to work... using such globals has to be treated carefully. Fixed for now with XXX warning for Diego :) Thanks to reporter Susanne H. to point at the right code!
2011-02-14more vars made staticCampbell Barton
2011-02-13fix for warnings from Sparse static source code checker, mostly BKE/BLI and ↵Campbell Barton
python functions. - use NULL rather then 0 where possible (makes code & function calls more readable IMHO). - set static variables and functions (exposed some unused vars/funcs). - use func(void) rather then func() for definitions.
2010-11-27added option to turn off Text anti-aliasing in the UIMichael Fox
(userpref->system), with a great help from brecht (its been way too long for me). However as brecht pointed out that the non-AA text is slightly lareger then AA'ed Text :S, i did not do anything about this as this commit was just the option not the text drawing. this commit also makes it possible to do all kinds of UI textrender options
2010-11-02Recommit sharp font optional code as all Freetype should be above 2.1.10 now.Guillermo S. Romero
If still fails, check & update Freetype (OS one or Blender's lib/).
2010-11-01Temporary revert recent changes in blf_glyph.c until its fixed.Thomas Dinges
>> Compile failure on windows platform (see ML for Errors). SVN Revert of Revisions: 32805, 32804 and 32802
2010-11-01Fix silly column paste.Guillermo S. Romero
2010-11-01Provide a way to get non-AA font rendering, which some see as "sharper".Guillermo S. Romero
"Configuration" by recompilation for now (feel free to code that).
2010-03-21remove includes that arnt neededCampbell Barton
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
2009-11-11Fixes for martin's background mode commit - now works fine here on OS XMatt Ebb
2009-09-14use static functions where possible for some local functions.Campbell Barton
2009-08-18Stamp info back only for float buffer. (next commit add unsigned char).Diego Borghetti
A couple of new functions: BLF_width_and_height - Merge of BLF_width and BLF_height in one call to avoid freetype2 stuff. BLF_buffer - Set the buffer, size and number of channel. BLF_buffer_col - Set the text color (the alpha is not used right now). BLF_draw_buffer - Draw the text in the current buffer. Also tweak a little the boundbox and draw function to avoid access the freetype2 and use the cache info. By default the font size is 12, the UI still need work to allow change the font and size.
2009-08-07Cleanup a little to add "draw to buffer" (and bring back stamp).Diego Borghetti
2009-08-07Remove bitmap mode from blenfont, only draw with textures.Diego Borghetti
As Joe point on a previous mail, glBitmap don't work nice on all cards and also some of the things that we can do with texture are hard (or need that blender check the font mode) to implement.
2009-07-29Forget add the bearing X, a little better now (hinting).Diego Borghetti
2009-07-29Bitmap mode is back.Diego Borghetti
The option of Texture or Bitmap font is working again, yes it's really uuuuugly right now, but it work. On the next commit I go to put this at the same level that texture font. Change this from User Preferences -> Language -> Textued Fonts, save the preferences and run blender again.
2009-07-11Yes!! a nice font again!!Diego Borghetti
Matt, I found the problem in one of my previous commit, so I revert all my changes and now the font look good again. Also remove all the options (kerning, overlap and user kerning), I want to make this a little better.
2009-06-23New Style option: OverlapDiego Borghetti
If this option is enable, the blenfont check for overlap characters, like one of my previous commit but now it's optional and disable by default. (This fix the "Fi" or other case when the characters are too close) Enable/disable from: Outliner -> User Preferences -> Styles -> Panel Font -> Overlap (also for other styles, Group Label, Widget, Widget Label)
2009-06-23Move shadow option (for text) from editor/interface to blenfont.Diego Borghetti
Two new function: BLF_shadow: set the level (for blur) and the shadow color. BLF_shadow_offset: set the x and y offset for shadow. (this is the current position plus offset) By default shadow is not enable in the font, so before draw the text you need call BLF_enable(BLF_SHADOW), also remember disable the option in the end.
2009-06-12Smal tweak to allow the user set a kerning value.Diego Borghetti
This commit add two option to the blenfont library: 1) BLF_FONT_KERNING This enable the kerning information that come with the font, by default this option is disable and still don't have a UI for change. 2) BLF USER_KERNING This allow the user set a kerning value to by apply for every character, by default this option is enable but all the font have a kerning value of zero. Ton I add this option to the style with a default value of 1. Access from: Outliner -> User Preferences -> Style -> FontStyle -> Kerning
2009-05-08Cleanup blendfont.Diego Borghetti
Now that we only work with Freetype2, I don't see any point to keep wrapping the functions. Also remove the reference code, it's something that we don't go to used.
2009-05-06Big, big commit!!Diego Borghetti
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2 2) Remove the old bmfont 3) Remove ftfont and bFTGL library 4) Implement a new BLF_draw_default function for place that still need/use the old BMF api. I try to update both, scons and cmake, but I only can test with make, so hope all work fine. MSVC is broken, but I don't have Windows, things to search and fix are any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont). Always have to link/include the freetype2 library Remove any reference to libbmfont Remove any reference to libftfont Remove any reference to libbftgl (or libbFTGL)
2009-04-24Move texture draw to blf_util.c, now both font used it.Diego Borghetti
A little cleanup on the internal font, it's possible load the old bmfont with: BLF_load_mem(name, NULL, 0) where name can be: helv, helvb or scr. Note that the internal font also support both draw, texture and bitmap, by default always used texture. Remove some old lang function that I left there and don't exist any more because the locale are now in the RNA. Small changes to Style's, so if we build without freetype2 by default go back to the internal font, this is a little ugly (and have the old problem of scale) but now blender always show text (need work a little more there).
2009-04-23Add clipping option for bitmap draw mode and remove the "test code" fromDiego Borghetti
space_info.c
2009-04-102.5Ton Roosendaal
Nicer implementation of blurred font draw, moved to blenfont module. Set it with BLF_blur(value). Current kernels implemented are 3 and 5 only. Blenfont module can extend this once.
2009-04-07New Bitmap draw mode for Freetype2 fonts.Diego Borghetti
The library can load any font supported by the Freetype2 library or used the internal bitmap font. With both types it's possible draw the text as texture or bitmap, and using texture it's possible rotate, scale and clipping text. Still have things to fix/add, but I think it's ready to move-on and start droping the old api, most of (if it's not all) the editors/interface/text.c will be remove, but some things still has to be define, like: * Where is store the fonts ? (default font, panel font, filesel font, etc) I mean, every space have own fonts ? or we keep it on the context ? It's not a really problem from the blenfont side, because every font have reference number, so it's load only the first time. * What we do about gettext ? Keep the old system that call gettext inside the blenfont or replace it for _() in the Blender source ? Also things like pupmen has to be take care, if we want translate the menu. Ok, time to sleep, back tomorrow to start moving the things :)
2009-03-02Cleanup a little before add internal font (bmfont).Diego Borghetti
2009-02-20Add clipping text option to blenfont also add an enable/disableDiego Borghetti
function for aspect and rotation (and the new clipping). Update source/Makefile to point to the new libed_sculpt_paint.
2009-02-17Making the things compiled!!Diego Borghetti
I change the #if 0 with #if WITH_FREETYPE2, also fix a lot of typos, etc. This is the basic but now it draw text!!, I am using the "User Preference" space to test the library, nobody is working on that and the option are in the outliner now so... TODO-next: using the 4x4 mat, string size, bounding box, aspect and rotate. Notes: I update the Makefile, missing some include and other things so maybe scons, cmake and msvc also need update ?
2009-02-11commit to continue in my home.Diego Borghetti
Also I remove some of the #if 0.
2009-02-09Just commit so I can continue tomorrow from work.Diego Borghetti
All the code have #if 0 / #endif so nothing to worry about.