thready's picture

OpenTK fonts on Xamarin


I'm grasping at straws a little now. I've tried about 20 different font APIs, not really sure what to use, these APIs typically included System.Drawing, but my project includes Mono.Android, OpenTK-1.0 and using code I found that loads an image into a texture... I always get a problem with names existing in both dlls (Microsoft System.Drawing vs the one in mono.droid)...

I know I'm not 100% in the right place here, but hoping someone has drawn some text with OpenTK-1.0 and Xamarin.

Thanks a lot for any help,


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the Fiddler's picture

The simplest way would be to draw text on a canvas and upload that canvas to an OpenGL texture. (Canvas is the Android equivalent to System.Drawing.Bitmap)

Example code from stackoverflow:

// Create an empty, mutable bitmap
Bitmap bitmap = Bitmap.createBitmap(256, 256, Bitmap.Config.ARGB_4444);
// get a canvas to paint over the bitmap
Canvas canvas = new Canvas(bitmap);
// get a background image from resources
// note the image format must match the bitmap format
Drawable background = context.GetResources().GetDrawable(R.drawable.background);
background.SetBounds(0, 0, 256, 256);
background.Draw(canvas); // draw the background to our bitmap
// Draw the text
Paint textPaint = new Paint();
textPaint.TextSize = 32;
textPaint.AntiAlias = true;
textPaint.SetARGB(0xff, 0x00, 0x00, 0x00);
// draw the text centered
canvas.drawText("Hello World", 16,112, textPaint);
//Generate one texture pointer...
int texture;
GL.GenTextures(1, out texture);
//...and bind it to our array
GL.BindTexture(All.Texture2d, texture);
//Create Nearest Filtered Texture
GL.TexParameter(All.Texture2d, All.TextureMinFilter, All.Nearest);
GL.TexParameter(All.Texture2d, All.TextureMagFilter, All.Nearest);
//Different possible texture parameters, e.g. All.ClampToEdge
GL.TexParameter(All.Texture2d, All.TextureWrapS, All.Repeat);
GL.TexParameter(All.Texture2d, All.TextureWrapT, All.Repeat);
//Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
Android.Opengl.GLUtils.TexImage2D((int)All.Texture2d, 0, bitmap, 0);
//Clean up

(Note: I haven't tested this code with a compiler, so you might need to fix a couple of things to get it to compile. The basic idea is very simple though: paint your text on a canvas and upload the canvas to an OpenGL texture. Then you can bind this texture to a quad and display it in your scene as any other OpenGL texture.)