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 Post subject: XGI PPC drivers
PostPosted: Thu Aug 10, 2006 7:14 am 
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Joined: Wed Feb 22, 2006 1:59 am
Posts: 180
Location: Australia
Hi, again

Does anyone know the state of the planned XGI drivers? Im just wondering whether openGL will be supported in the drivers, or whether it would be better to rely on SDL libraries for some of the graphics generation code.


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 Post subject: Re: XGI PPC drivers
PostPosted: Thu Aug 10, 2006 8:01 am 
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Joined: Fri Sep 24, 2004 1:39 am
Posts: 1589
Location: Austin, TX
Quote:
Hi, again

Does anyone know the state of the planned XGI drivers? Im just wondering whether openGL will be supported in the drivers, or whether it would be better to rely on SDL libraries for some of the graphics generation code.
They're OpenGL.

Things are still being cleaned up.

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Matt Sealey


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 Post subject:
PostPosted: Thu Aug 10, 2006 8:27 am 
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Joined: Wed Feb 22, 2006 1:59 am
Posts: 180
Location: Australia
:D thanks for the quick reply.
Im just deciding what would be the best way to code things like importing fonts from textures for use in games. i heard that opengl had a method for it...


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 Post subject:
PostPosted: Fri Aug 11, 2006 9:42 am 
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Joined: Fri Sep 24, 2004 1:39 am
Posts: 1589
Location: Austin, TX
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:D thanks for the quick reply.
Im just deciding what would be the best way to code things like importing fonts from textures for use in games. i heard that opengl had a method for it...
Usually if you want to use a texture as a font, it's just to load the bitmap into memory in the appropriate format, then make a batch of textures; glTexImage2D takes offsets and width and height, so you can load one image, and simply have the texture mapper use part of that image as a texture for printing onto the screen.

OR. You can use glDrawPixels if you want it flat on the screen.

OR. You can use ftgl and save yourself one hell of a lot of hassle by just using standard system fonts like Truetypes or Adobe PS :)

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Matt Sealey


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