objarni's picture

OpenTK builtin font

Has there been any thought of a native "OpenTK-font"? Maybe fixed-width and super-builtin? Maybe even simpler to use than the general fonts of OpenTK? I'm imagining something like

TKFont.DrawAt(0, 1, "Welcome to OpenTK 0.9.3!"); // 0,1 means top-left corner of screen
double ystep = TKFont.Height; // static property: uses current screen height
TKFont.DrawAt(0,1-ystep, "This is one line down.");

Could become a part of the "feel" of OpenTK, given a visually slick font at least ;).

Would be mostly a debug-facility for the game developer, something to get the game up-and-running / debuggeable quick. English ASCII-letters will go far given this limited context. Also, given this limited context, performance is not essential (eg. could even use GDI+ / Windows.Forms-Graphics to draw in the GLControl case..)


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
the Fiddler's picture
TextureFont font = new TextureFont(...);
TextPrinter printer = new TextPrinter();
    printer.Print("Welcome to OpenTK 0.9.3!", font);
    GL.Translate(0, font.Height, 0);
    printer.Print("This is one line down.", font);

It really doesn't get any simpler than that. Note that you'd also need the "Begin"-"End" lines in your code, to set up rendering state (unless you set it on each DrawAt call, which is just too inefficient).

By the way, I've tried using GDI+ to draw text (Graphics->Bitmap->Texture->Quad), but it's not usable for realtime graphics: the fps drop from 1600 to ~90 for a 256x256 texture - ouch! The current method, which uses GDI+ to draw glyphs and caches these is much better.

If you are still not convinced, here is an implementation the above code, using OpenTK.Graphics.TextPrinter:

// copylefted code follows
// v0.0.1 - Initial release
// v0.0.2 - Fields should have been static.
public static class TKFont
    static TextureFont font = new TextureFont(new Font(FontFamily.Monospace, 16.0f));
    static TextPrinter printer = new TextPrinter();
    public static DrawAt(int x, int y, string text)
        GL.Translate(x, y, 0);
        printer.Print(text, font);
    public static int Height
        return font.Height;

You are welcome to use it, but don't complain about performance ;-)

objarni's picture

Indeed a useful class, thanks.

You are welcome to use it, but don't complain about performance ;-)

As I stated in my initial post, performance in the debug-output context has low priority.

NAUTILUS87's picture

Can you please post the whole code , it will be very helpfull
with regards