SharpFont | Pure managed TTF / OTF reader and renderer

 by   MikePopoloski C# Version: Current License: MIT

kandi X-RAY | SharpFont Summary

kandi X-RAY | SharpFont Summary

SharpFont is a C# library. SharpFont has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Implements a parser and renderer for TTF / OTF font files.
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              SharpFont has a low active ecosystem.
              It has 68 star(s) with 28 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 4 have been closed. On average issues are closed in 6 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of SharpFont is current.

            kandi-Quality Quality

              SharpFont has no bugs reported.

            kandi-Security Security

              SharpFont has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              SharpFont is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SharpFont releases are not available. You will need to build from source code and install.

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            SharpFont Key Features

            No Key Features are available at this moment for SharpFont.

            SharpFont Examples and Code Snippets

            No Code Snippets are available at this moment for SharpFont.

            Community Discussions

            QUESTION

            Difference between glframebuffertexture and glbindtexture
            Asked 2017-Aug-03 at 12:38

            What are the exact usage differences between the two functions glframebuffertexture and glbindtexture in OpenGL.

            To put into context, I am using OpenTK to write a custom lightweight UI using OpenGL for an embeded machine, which uses lots of framebuffers and respective textures for different components in the UI. Internally the framebuffers are tracked using a stack as buffer contents can be drawn into the "parent" buffer (or if no parent the screen space).

            Im having a hard time trying to get the calls in the right order and im wondering if i have got confused with when I need to bind a texture to a frame buffer and when I need to assign a texture to a frame buffer.

            I have read the docs on these functions but they dont really explain the relationships between these functions in their context with the frame buffer.

            Im basically ending up with nothing being rendered back to screen.

            For example if im rendering text with SharpFont (FreeType binding lib) I have one framebuffer for the whole rendered string and one framebuffer to render each character to.

            This is the general sequence of how I believe the calls are to be made in this example

            1. Starting at FB0 (Screen space),

            2. Create FB 1,

            3. Setup FB 1 (bind to FB 1) with TX 1 (Create then Bind to then attach),

            4. Bind back to FB0,

            5. Bind to FB1 (to start rendering to),

            6. Create FB2,

            7. Setup FB 2 (bind to FB 2) with TX 2 (Create then Bind to then attach), (including rendered character pixel data),

            8. Bind Back to FB1,

            9. Bind to TX2

            10. Render TX2 (supposedly) with quad

            11. Repeat at 7 for next character until end

            12. Bind Back to FB0

            13. Render TX1 (supposedly) with quad.

            FrameBuffer (UI Object)

            ...

            ANSWER

            Answered 2017-Aug-03 at 12:38

            glFrameBufferTexture associate the texture to the framebuffer as a render target.

            It means that when you will issue a drawcall, this texture will be write by the output of your fragment shader (with blending if enabled).

            GlBindTexture tells OpenGL you want to read this texture (via a sampler2D for example)

            To be simple : glFrameBufferTexture allows you to render (or write) into this texture instead of your own screen, glBindTexture allows you to read data inside the texture (it could be a texture you wrote thanks a framebuffer, or a texture you wrote when loading an image).

            EDIT : More generally, bind an object in OpenGL tells OpenGL that it will use this object for all subsequent operation.

            When you want to do a glTexParameter, you must need to bind the texture you are working on prior. Or use DSA with; glTextureParameter/

            For buffers and other objects it is the same

            Source https://stackoverflow.com/questions/45483483

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install SharpFont

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone MikePopoloski/SharpFont

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