Originally Posted by
Anton
I don't have yet experience with that, but as far as I image, I should render a character map (atlas) at runtime, using the OS's built in text rendering functions. The character map would be a single channel texture (alpha map). Then each quad's tex-coordinates should map an exact character from the texture. Then I can combine the character alpha map with a custom texture or color to fill the character in the fragment shader. Would that work? How do you do it in your implementations?
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