This is another question probably best answered by Josh, but I'm interested in anybody's input if they have done this kind of thing before and understand the pros and cons of different methods.
Seeing as Freetype (I think?), given an input font, style options and a string of text, provides a set of vector outputs for you to do with as you will, I'm wondering what the story looks like in LT regarding the final output as glowy text on screen.
#1. Are the output vectors being translated into a 2D set of triangles and loaded into OpenGL and rendered with a single colour? Or do they get rendered to a texture first using the CPU? (Or the GPU?), with the resultant texture being loaded into OpenGL to be rendered onto a quad?
#2. And once that happens, where does that nice glow come from? Is everything being rendered by the GPU to a texture on the GPU, then having that texture rendered back onto the final scene, with a shader applying the glow to that texture?
#3. The nice grainy effect, along with the analog signal noise degradation that is applied periodically, is that just something applied to the whole scene after the fact? If so, I'm guessing this means that the whole scene is rendered to a texture so it can be post-processed and rendered out to the backbuffer as a texture on a quad?
Very curious about all of this, given that it's an area I've started learning. He who asks questions learns faster
Post
Fri Jan 23, 2015 9:15 pm
#1
Freetype -> OpenGL - how? And what about postprocessing?
I'm learning game programming and blogging about my progress: http://nathanridley.com