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<HTML><HEAD><TITLE>Manpage of glutStrokeCharacter</TITLE>
</HEAD><BODY>
<H1>glutStrokeCharacter</H1>
Section: GLUT (3GLUT)<BR>Updated: 3.7<BR><A HREF="#index">Index</A>
<A HREF="">Return to Main Contents</A><HR>

<A NAME="lbAB">&nbsp;</A>
<H2>NAME</H2>

glutStrokeCharacter - renders a stroke character using OpenGL. 
<A NAME="lbAC">&nbsp;</A>
<H2>SYNTAX</H2>

<PRE>

void glutStrokeCharacter(void *font, int character);
</PRE>

<A NAME="lbAD">&nbsp;</A>
<H2>ARGUMENTS</H2>

<DL COMPACT>
<DT><I>font</I><DD>
Stroke font to use. 
<DT><I>character</I><DD>
Character to render (not confined to 8 bits). 
</DL>
<A NAME="lbAE">&nbsp;</A>
<H2>DESCRIPTION</H2>

Without using any display lists, glutStrokeCharacter renders the
character in the named stroke font. The available fonts are: 
<DL COMPACT>
<DT><B>GLUT_STROKE_ROMAN </B>

<DD>
A proportionally spaced Roman Simplex font for ASCII characters
32 through 127. The maximum top character in the font is 119.05
units; the bottom descends 33.33 units. 
<DT><B>GLUT_STROKE_MONO_ROMAN </B>

<DD>
A mono-spaced spaced Roman Simplex font (same characters as
GLUT_STROKE_ROMAN) for ASCII characters 32 through 127. The
maximum top character in the font is 119.05 units; the bottom
descends 33.33 units. Each character is 104.76 units wide. 
</DL>
<P>

Rendering a nonexistent character has no effect. A glTranslatef is
used to translate the current model view matrix to advance the width of
the character. 
<A NAME="lbAF">&nbsp;</A>
<H2>EXAMPLE</H2>

Here is a routine that shows how to render a string of ASCII text
with glutStrokeCharacter:
<PRE>

  void 
  output(GLfloat x, GLfloat y, char *text)
  {
    char *p;

    glPushMatrix();
    glTranslatef(x, y, 0);
    for (p = text; *p; p++)
      glutStrokeCharacter(GLUT_STROKE_ROMAN, *p);
    glPopMatrix();
  }
</PRE>

<P>

If you want to draw stroke font text using wide, antialiased lines, use:
<PRE>

  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_BLEND);
  glEnable(GL_LINE_SMOOTH);
  glLineWidth(2.0);
  output(200, 225, &quot;This is antialiased.&quot;);
</PRE>

<P>

<A NAME="lbAG">&nbsp;</A>
<H2>SEE ALSO</H2>

glutBitmapCharacter, glutStrokeWidth
<A NAME="lbAH">&nbsp;</A>
<H2>AUTHOR</H2>

Mark J. Kilgard (<A HREF="mailto:mjk@nvidia.com">mjk@nvidia.com</A>)
<P>

<HR>
<A NAME="index">&nbsp;</A><H2>Index</H2>
<DL>
<DT><A HREF="#lbAB">NAME</A><DD>
<DT><A HREF="#lbAC">SYNTAX</A><DD>
<DT><A HREF="#lbAD">ARGUMENTS</A><DD>
<DT><A HREF="#lbAE">DESCRIPTION</A><DD>
<DT><A HREF="#lbAF">EXAMPLE</A><DD>
<DT><A HREF="#lbAG">SEE ALSO</A><DD>
<DT><A HREF="#lbAH">AUTHOR</A><DD>
</DL>
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Time: 19:05:09 GMT, September 15, 2003
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