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Nuke Mexico posted:
Can you explain the advantage of using this technique over a vector based approach (i.e. rendering triangles based on the splines)?
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# ¿ May 29, 2008 14:40 |
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# ¿ May 4, 2024 14:42 |
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Nuke Mexico posted:First, you can get smooth anti-aliasing on your font edges (by manipulating the alpha of the texel based on the distance field instead of just having a hard cut-off) as well as being able to include things like outlining and drop shadows with very little additional cost. You can also, in general, generate much higher quality glyphs with a texture-based system than you could with a direct vector-to-geometry approach, unless you wanted to allocate a fairly sizable amount of triangles towards rendering text. Thanks a lot for the info. I've been slowly developing an engine out of a codebase I've used for a few projects now, adding features as I need them, and I haven't needed a font rendering system so far as I've been running it inside a GUI app. I've been thinking about taking it to the next level and making it into something that can run full-screen, so I've been thinking about a modern font rendering technique to implement. After reading that paper by Valve I might give it a go, it seems clever and pretty straightforward. There's a chapter by Jim Blinn in GPU Gems 3 (chapter 25), where they render vector art such as text straight from the spline curves, on the GPU. I haven't read it in detail yet, but maybe Valve's technique is more practical.
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# ¿ May 29, 2008 16:45 |
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Nuke Mexico posted:Every game I know of/worked on uses bitmapped/textured fonts, if an appeal-to-authority is worth anything I know, but I don't necessarily want to do what every other game is doing.
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# ¿ May 29, 2008 21:03 |
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PlaneGuy posted:You could use voxel-based fonts. I don't think there are many doing that. You had me at "voxel."
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# ¿ May 30, 2008 01:28 |
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Stramit posted:I'm currently rebuilding my 3d engine from scratch. I used it last year for my honors thesis at university, but there were so many things that I wanted to change by the end that I just decided to rebuild it from scratch. Here are some shots of the stuff I have been working on. Looks very cool. What kind of scene/map format are you using?
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# ¿ May 31, 2008 01:37 |
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Entheogen posted:I am trying to do some volume rendering using OpenGL and Java. It's volume rendering but you're rendering millions of triangles? Do explain.
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# ¿ Jun 29, 2008 11:57 |
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Thug Bonnet posted:I'm pretty sure the display lists are stored outside the GPU's memory whereas VBOs/PBOs are stored in GPU memory. Another nice thing about VBOs/PBOs is that you can read from and re-write to them whenever you'd like (incurring while a performance hit of course). Actually, pretty much all modern OpenGL implementations will store display lists in video memory nowadays. The difference is that the spec does not require this (display lists have been in the spec for far longer than vertex buffers). It makes sense; the implementation should do whatever it can to exploit the fact that the display list is static and since they need to support vertex buffers nowadays anyway, it's a logical step. So if your geometry is static, you can stick with display lists. That said, ray casting is fun, so you should really consider it, just google for some papers/tutorials. You're already doing shader programming anyway, right? Shouldn't be that big of a learning curve.
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# ¿ Jul 1, 2008 22:30 |
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Entheogen posted:I followed your guy's advise and used VBO's. While I do not notice any rendering speed improvement, it did allow me to render more than with display lists, because i kept getting GL_OUT_OF_MEMORY exception with display lists when trying to render same amount of information with display list. What does this data represent and how have you verified it is being displayed correctly? Have you tried running your program on some verifiable test data (e.g. medical data), just to see if it looks correct? You seem to be using a very non-standard technique (did you come up with this yourself?), so I'd be interested in seeing how well it looks on data that's not just some bright colours.
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# ¿ Jul 4, 2008 23:52 |
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Zaasakokwaan posted:What, like this?... Better to leave the image in the centre and move the inputs to the left to line up with it. Please.
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# ¿ Jul 8, 2008 20:00 |
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Lumpy posted:I'll stop obsessing now. Well done, now I can sleep again.
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# ¿ Jul 9, 2008 22:24 |
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From Earth posted:
You're at TU/e, right? I probably know your professor.
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# ¿ Sep 14, 2008 17:23 |
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From Earth posted:Yeah, I am. The professors of the course are Westenberg and Van De Wetering. Ah, I was so sure that software was Alex Telea's. I guess it might still be. Huub van de Wetering was in my exam committee when I graduated last march. This thread makes me sad that I can't post stuff I work on at my job, and that I've been too lazy to make anything neat in my own time lately.
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# ¿ Sep 16, 2008 21:39 |
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# ¿ May 4, 2024 14:42 |
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StickGuy posted:Alex Telea is in Groningen now I think. Most of the time, yeah. Last time I talked to him he was still going back and forth because he had a PhD student in Eindhoven. He might have moved over permanently now though.
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# ¿ Sep 17, 2008 23:13 |