On Sun, Feb 28, 2010 at 10:56 AM, Tristam MacDonald <[email protected]>wrote:

> On Sun, Feb 28, 2010 at 10:53 AM, Alex V <[email protected]> wrote:
>
>> Hi guys,
>>
>> I'm trying to perform some text scaling and I don't care it pixelates
>> as I scale it up, I just need the method to be fast and doesn't
>> regenerate the glyphs on each draw.
>>
>> I also need to do it in such way that is compatible with batch
>> rendering, that means It doesn't have to require a opengl state change
>> (is it that how it's called?) like doing a glScalef() surrounded by
>> glPushMatrix glPopMatrix...as far as I know you can't put a lot of
>> text labels in a single batch and do a a glScalef on a single label of
>> the batch, is that right?
>>
>> so, in short: how can I have 50 labels (or ScrollableTextLayout) in a
>> single batch, and scale 1 label of that batch without regenerating the
>> glyphs,I don't care if it stretches the vertex_lists and the text
>> looks weird and pixelated.. in fact, that is quite exactly what I'm
>> looking for.
>>
>> any hints?? thanks!!
>>
>
> One simple approach would be to create the labels with a different value
> for the font_size attribute...


Although that won't cause pixelation, and will not help performance (the
font will be loaded again for the other font size).

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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