In file ./include/vob/text/QuadFont.hxx:
A font described as quads from textures
Documentation
A font described as quads from textures
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int textureLayers
- The number of textures to be placed in the texture units
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int textureCoords
- The number of texture coordinates used
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vector<GLenum> textureUnits
- The texture unit tokens into which the textures are to be placed
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vector<GLenum> coordTextureUnits
- The texture unit tokens for which texture coordinates need to be set.
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vector<GLenum> textureTargets
- The texture targets the textures should be loaded
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vector<GLuint> textures
- The actual texture ids.
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void setNTextureLayers(int n, int npages)
- Set the number of texture layers.
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void bindTextures(int texIndex)
- Bind the textures corresponding to the given index
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int nGlyphs
- The number of glyphs
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vector<int> textureIndex
- The texture indices.
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vector<float> coordinates
- The quad coordinates.
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vector<float> advances
- The advances.
- int textureLayers
- The number of textures to be placed
in the texture units
- int textureCoords
- The number of texture coordinates used
- vector<GLenum> textureUnits
- The texture unit tokens into which
the textures are to be placed
- vector<GLenum> coordTextureUnits
- The texture unit tokens for which
texture coordinates need to be set.
For vertex and fragment programs, the
this may be different from the above.
- vector<GLenum> textureTargets
- The texture targets the textures should be loaded
- vector<GLuint> textures
- The actual texture ids.
An interleaved vector, with textureLayers
textures on the first level.
- void setNTextureLayers(int n, int npages)
- Set the number of texture layers.
Discards all glyphs since changing this
is kind of big.
- void bindTextures(int texIndex)
- Bind the textures corresponding
to the given index
- int nGlyphs
- The number of glyphs
- vector<int> textureIndex
- The texture indices.
Used to index the textures array, with multiplier textureLayers.
-1 for "no such glyph".
- vector<float> coordinates
- The quad coordinates.
These are stored in a single array so we can, in the future,
bind and download this to the GPU and just index it,
along with a vector of offsets (the cumulative sum of
the advances).
Stored as groups of 8: x0, y0, x1, y1, tx0, ty0, tx1, ty1.
- vector<float> advances
- The advances. Only horizontal text supported here so far.
Alphabetic index Hierarchy of classes
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