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For my font renderer I store all characters in a texture_array, which eliminates the need for atlas mapping and worrying about uv float precision. For drawing use pointsprites and give each vert only a single attrib for character id, while the vertex shader tracks the spacing and scaling, you could easily adapt it to render multiple lines. Afaik this is the ...


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there 2 way to do it use bitmap font, as Ascendion say, each character represented as a GL_QUAD. you can just use 1 texture to render many paragraph, with hundred of GL_QUAD. you can dynamically generate a texture which has text on it. then use this text texture to render. you just need a single GL_QUAD to render a paragraph, but be careful, as the text ...


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I created this app to build texture atlases for fonts quite a while back https://fontconvert.codeplex.com/ texture size vs pixel preciscion has a lot of answers depending on if you are attempting pixel perfect rendering on a display of known resolution, or if you are going to be using a single font atlas with scaling to get different font sizes. For pixel ...


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It is impossible to know for certain from the given code what the issue is, but a reasonable guess is that you namesAsset string contain DOS/Windows style line endings, and therefore when you split by '\n' you leave an '\r' at the end of strings. I of course assume that the path you use is only a placeholder for code that reference the user folder properly. ...



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