Schnitter
Newbie

Posts: 43
|
 |
« Reply #15 on: March 22, 2008, 02:42:05 » |
|
Question: I'm using the Slick-Code like this: TrueTypeFont ttf = new TrueTypeFont(new Font("Arial", Font.BOLD, 50), true); [...] And in the render-method: ttf.drawString(500, 500, "Hello World  "); But the only thing I get is this: http://planschkuh.pl.ohost.de/errorScreen1.jpgWhere's the problem? I couldn't find any tutorial for the slick-code 
|
|
|
|
|
Logged
|
|
|
|
|
Matzon
|
 |
« Reply #16 on: March 22, 2008, 03:06:46 » |
|
the TestUtils (org.newdawn.slick.tests.TestUtils) does the following: java.awt.Font awtFont = new Font("Times New Roman", 1, 16); org.newdawn.slick.Font font = new TrueTypeFont(awtFont, false); ... font.drawString(150F, 300F, "HELLO LWJGL WORLD", Color.yellow);
mind you, it does have some init code that may or may not be relevant. I am not entirely sure where the source code to the slick-util package is ...
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #17 on: March 22, 2008, 05:04:41 » |
|
Mh, I looked into the code and it works now! I think it was the "Arial"-Font. I don't know why it didn't work, but with "Times New Roman" it works  Thanks!
|
|
|
|
|
Logged
|
|
|
|
Se7enDays
Newbie

Posts: 5
|
 |
« Reply #18 on: March 22, 2008, 09:40:32 » |
|
Hmm, i also tried the Slick demo. It works. But when i try to create a font and draw it in my lwjgl program it only shows a black screen. Can someone help me? How does you code look like, Schnitter?
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #19 on: March 22, 2008, 10:04:48 » |
|
I get it to work like this: http://nopaste.info/24ab6d6807.htmlBut I got another - huge - problem! :/ I want my 0/0 point in the bottom left corner. but because of GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); It is in the upper left corner!(I think it's because of this). And when I don't write this code - the text is the wrong way round! I think I could solve the problem by compiling the slick-code myself - but that would be soooo much work 
|
|
|
|
|
Logged
|
|
|
|
|
Matthias
|
 |
« Reply #20 on: March 22, 2008, 10:12:36 » |
|
If you would setup a real projection matrix - eg using glOrtho it would be much easier 
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #21 on: March 22, 2008, 10:38:16 » |
|
Can anybody tell me how to set up a projection matrix correctly? :S
|
|
|
|
|
Logged
|
|
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #23 on: March 22, 2008, 19:21:33 » |
|
Using the code from the nehe-tutorial GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window GLU.gluPerspective(45.0f, (float) PresentParameters.getWidth() / (float) PresentParameters.getHeight(), 0.1f, 100f); GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
I can see nothing^^ There is just a black window  I render my sprites to (x, y, 0f). Is that right? And if not - the text is also wrong :/
|
|
|
|
|
Logged
|
|
|
|
bobjob
Prolific Timewaster
   
Posts: 335
LWJGL: WOW SO GOOD
|
 |
« Reply #24 on: March 23, 2008, 06:30:53 » |
|
a function to setup 2d mode public static void set2DMode() { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glPushMatrix(); // Store The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GL11.glOrtho(0, Settings.width, 0, Settings.height, -1, 1); // Set Up An Ortho Screen GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix GL11.glPushMatrix(); // Store The Modelview Matrix //GL11.glLoadIdentity(); // Reset The Modelview Matrix }
a function to set it back to 3d mode public static void set3DMode() { GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glPopMatrix(); // Restore The Old Projection Matrix GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix GL11.glPopMatrix(); // Restore The Old Projection Matrix GL11.glEnable(GL11.GL_DEPTH_TEST); }
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #25 on: March 23, 2008, 06:52:35 » |
|
It seems that I can not let an TrueTypeTexture-variable null. I got 2 of them and one was null. By setting both to new TrueTypeFont(f, true), it worked. Using you method to set the 2d-mode, it works. but the text is still the wrong way round. Here is the complete Code: http://nopaste.info/e0a2c896da_nl.html
|
|
|
|
|
Logged
|
|
|
|
bobjob
Prolific Timewaster
   
Posts: 335
LWJGL: WOW SO GOOD
|
 |
« Reply #26 on: March 23, 2008, 08:34:50 » |
|
not sure how 2 fix the problem as i use my own custom Font class.
if my text is going the wrong way round i can just change the test co-ordinates myself.
but ill take a stab at what might work: 1. depending on the direction try change the, ortho bounds. so there going in an oposite direction. 2. Is there a way to setup ortho/2d view in the class you are using
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #27 on: March 23, 2008, 09:01:18 » |
|
I always wanted to do it myself - so, do you know any tutorial to use ttf-fonts in lwjgl-applications? I think it'll be not easy but I want to try it. Oh, I already looked into the slick-code but it didn't help 
|
|
|
|
|
Logged
|
|
|
|
bobjob
Prolific Timewaster
   
Posts: 335
LWJGL: WOW SO GOOD
|
 |
« Reply #28 on: March 23, 2008, 10:36:11 » |
|
dunno about ttf fonts, I just use bitmap fonts.
is it only that the fonts are displaying the wrong direction?
if so: then change the line GL11.glOrtho(0, Settings.width, 0, Settings.height, -1, 1); // Set Up An Ortho Screen to GL11.glOrtho(Settings.width, 0, 0, Settings.height, -1, 1); // Set Up An Ortho Screen
or something like that
|
|
|
|
|
Logged
|
|
|
|
Schnitter
Newbie

Posts: 43
|
 |
« Reply #29 on: March 23, 2008, 10:55:16 » |
|
yes, I know. But doing it like this, everyting else is also thw wrong way round 
|
|
|
|
|
Logged
|
|
|
|
|