Side note:
... taking the output of FreeType and putting it in a texture ... note
the removal of "3d"
3D textures are volumes with stp texture coordinates, GL_TEXTURE_3D
(not to be confused with cube textures, as in GL_TEXTURE_CUBE_MAP,
also using stp coords).
for standard text, standard texturing with st texture coords is
sufficient, to be drawn using GL_TEXTURE_2D.
*Yes, freetype allows to control antialiasing, there's an interactive
demo about that;* however in a 3D pipeline you may have to take in
consideration eventual non-standard blend modes and alpha test, which
could shave off some pixels. Most GL applications will automatically
linearly interpolate texels (as this is the default mode and most
people don't mind setting GL_TEXTURE_NEAREST_MIPMAP_NEAREST as opposed
to D3D9, where the default filtering is a NEAREST - blocky - one) and
thus the effect of interpolating antialiased texture samples may
result in overly blurry bounduaries: recall that 3d pipe texture
samples are "points" as opposed to "pixels" as one (as the
antialiaser) might expect/assume.
Embedding 2D text on 3D perspective-corrected surfaces? Then, you have
nothing else to do than rely on texture interpolators, and just hope
and pray everything is kept readable (all bets about constant sampling
as intended by the antialiaser are off, as the texture domain is
linearly deformed after AA operations). Don't worry, it's years
texture interpolators are good enough to let you do this without much
trouble.
Massimo
Dave Calkins ha scritto:
Werner, the more I think about this, I believe FreeType provides
anti-aliased rendering doesn't it? I think the GL component is
simply taking the output of FreeType and putting it in a 3D texture
to be drawn by GL. But I think the anti-aliasing is something being
done by FreeType.
Does FreeType allow you to control the degree of anti-aliasing?
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