Font rendering system overhaul - Page 2

Font rendering system overhaul

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Font rendering system overhaul

Post by rattle »

Are you going to work on outlined fonts?
I've heard the fonts on the loading screen aren't outlined anymore making them hard to read on bright loading pics etc.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Font rendering system overhaul

Post by LordMatt »

Unfortunately I don't note any FPS increase with the latest SVN. :(
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: Font rendering system overhaul

Post by dizekat »

Well, the "funky matrix manipulations" are easily invertible, there is nothing complicated about it if you know how matrix mathematics work. The only issue could be glGetMatrix being slow with some bad drivers, though AFAIK most card drivers compute matrices on CPU when you call glMulMatrix and the like, and dont have to fetch matrix from graphics card (which would indeed be slow). In my software i keep track of current matrix myself, for screen->gl and gl->screen conversions

As for speed improvements... i don't think removal of display list per glyph/quad could make any speed improvements, with good drivers that implement display lists efficiently. The single texture versus many textures, that may save some display memory and texture switches, but again AFAIK modern drivers do texture switches efficiently, when using lists.
GL stuff always needs to be properly benchmarked, for changes like this you cant just guess performance.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Font rendering system overhaul

Post by Tobi »

The point about the matrix manipulations was that it was using the antipattern of having setup and takedown code before and after the routine call, not so much that matrix manipulations can be hard to understand to some people.
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