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I think the keyword is "text-heavy". Rendering 256 characters into a texture to use with WebGL is one thing, but what about unicode, or readability at small siz
by PavlovsCat 14y ago
I think the keyword is "text-heavy". Rendering 256 characters into a texture to use with WebGL is one thing, but what about unicode, or readability at small sizes? I'm honestly asking, I'd love to hear about ideas or libraries etc.
- adventureloop 14y agoIn OpenGL you can use CoreGraphics to render into a context and convert that data to a texture. This could be done for each string, but doing so you loose the power of the underlying implementation. If there are libraries that make this easier I am yet to come across them. Wolfire have written a very good blog post about the issues with text rendering and OpenGL. http://blog.wolfire.com/2013/03/High-quality-text-rendering http://blog.wolfire.com/2013/03/High-quality-text-rendering