Tag Archives: OpenGL
Before I continue the facade, I want to create some game data to test it. As you may imagine, I use software design for that! Objective The expected result of this post is a simple level editor where we can … Continue reading
In this post, I show how to display text into frame boxes. I also propose a solution to get more dynamism in the layer. For instance, it allows adding/removing faces in the mesh when the program is running. Objective The … Continue reading
In the previous program, we had to create one text layer for each text style (bold, shadowed…). In this post, I propose to render text with mixed styles from a single layer. Objective Using HTML-like source code, we want to … Continue reading
In this post, I present text rendering with different styles (bold, italic, underline, …). Some of them are straightforward to implement thanks to Pygame; the others are more tricky! This post is part of the OpenGL 2D Facade series Objective … Continue reading
The creation of a tileset for large character sets uses a lot of memory. This post shows an approach based on the Flyweight pattern to allow their usage with minimal memory footprint. This post is part of the OpenGL 2D … Continue reading
In this post, I start to address a more advanced topic: text rendering with OpenGL. I first consider a simple case with monospaced fonts and small character sets. This post is part of the OpenGL 2D Facade series Objective To … Continue reading
In this post, I add a new type of layer dedicated to characters. These layers can draw tiles anywhere and updates their OpenGL data every time we render a frame. This post is part of the OpenGL 2D Facade series … Continue reading
With the previous program, the size of the window depends on the size of the level, which is problematic when the level is large. In this post, I update the shader programs to get a fast translation of the display. … Continue reading
In this post, we extend the facade to handle several layers. We also see how to draw with transparency.
Before handling the rendering of several layers, we need data to build them. Rather than copy and paste many ids from a Tiled map file, I propose to read them using the TMX library.