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Sneak Peak: Text & Fonts in SuperSpriteSurface (Real Studio games Mailinglist archive)

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[ANN] Preview of RBD 2.4   -   Marc Zeedar
  Sneak Peak: Text & Fonts in SuperSpriteSurface   -   John Balestrieri
   Re: Sneak Peak: Text & Fonts in SuperSpriteSurface   -   Frank Condello
   Re: Sneak Peak: Text & Fonts in SuperSpriteSurface   -   John Balestrieri

Sneak Peak: Text & Fonts in SuperSpriteSurface
Date: 12.10.05 04:22 (Tue, 11 Oct 2005 23:22:16 -0400)
From: John Balestrieri
Hi Folks,

This is a bit of a sneak peak, but I've posted a bit of
SuperSpriteSurface news and some screenshots on my site regarding
Text & Font support in the next major release of SuperSpriteSurface.
I think it's pretty cool, so check it out:

<http://tinrocket.com/products/superspritesurface/news/00200/>

Thanks,

John
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Re: Sneak Peak: Text & Fonts in SuperSpriteSurface
Date: 12.10.05 21:47 (Wed, 12 Oct 2005 16:47:07 -0400)
From: Frank Condello
On 11-Oct-05, at 11:22 PM, John Balestrieri wrote:

> This is a bit of a sneak peak, but I've posted a bit of
> SuperSpriteSurface news and some screenshots on my site regarding
> Text & Font support in the next major release of
> SuperSpriteSurface. I think it's pretty cool, so check it out:

Looks great - I might be interested in the standalone version of
this, but will it include some sort of RB functions/classes whereby
you feed a string and metrics, and get back vertex arrays ready for
OpenGL? I'm using fixed-width fonts at the moment and although
kerning would be nice, I don't feel it's worth the effort to write a
kerned vertex array generator at the moment - I'm not opposed to
paying for a system that did the grunt work for me however...

Thanks,
Frank.
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Re: Sneak Peak: Text & Fonts in SuperSpriteSurface
Date: 12.10.05 22:41 (Wed, 12 Oct 2005 17:41:44 -0400)
From: John Balestrieri
Hi Frank,

Great to hear -- I imagined this would be of use to other developers.
To your question, yes and no. It will be doing that internally,
inside of SSS, but the software that creates the font data for use in
other development environments will only export the data you need to
write your own text engine.

There are so many ways to do text, even just using image data, in
OpenGl (mapped quads, buffer copies, 1 bit image drawing) and then so
many ways to color them, that I choose to implement what was best for
SSS and leave other's to best decide what they need, giving access to
just the essentials for those developers.

There would also be nothing to stop you from creating fixed width
fonts with the font texture map tool either, and ignoring the kerning
& variable width data in the exported CVS file.

HTH,
John

On Oct 12, 2005, at 4:47 PM, Frank Condello wrote:

> Looks great - I might be interested in the standalone version of
> this, but will it include some sort of RB functions/classes whereby
> you feed a string and metrics, and get back vertex arrays ready for
> OpenGL? I'm using fixed-width fonts at the moment and although
> kerning would be nice, I don't feel it's worth the effort to write
> a kerned vertex array generator at the moment - I'm not opposed to
> paying for a system that did the grunt work for me however...
>
> Thanks,
> Frank.

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