LWJGL Text Rendering
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Trixmix
on Game Development
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Published on 2012-11-01T20:07:48Z
Indexed on
2012/11/01
23:23 UTC
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Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example:
Font f = new Font("Times New Roman",Font.BOLD,18);
font = new UnicodeFont(f);
font.getEffects().add(new ColorEffect(Color.white));
font.addAsciiGlyphs();
try {
font.loadGlyphs();
} catch (SlickException e) {
e.printStackTrace();
}
then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen).
My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way...
If you have an answer please leave a quick short example.
Thanks!
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