Tag Archives: OpenGL

OpenGL 2D Facade (21): Shaders and Layers

In this post, I show how to update shaders based on the current layer. Objective I choose the translation as the property to update for each layer or group of layers. The ground layer has a translation we can control … Continue reading

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OpenGL 2D Facade (19): Test content

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

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OpenGL 2D Facade (18): Frame box

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

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OpenGL 2D Facade (17): Mixed text styles

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

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OpenGL 2D Facade (15): Text styles

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

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OpenGL 2D Facade (14): Unicode text

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

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OpenGL 2D Facade (13): Text

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

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OpenGL 2D Facade (12): Characters

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

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OpenGL 2D Facade (11): View and Keyboard

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

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OpenGL 2D Facade (10): Layers

In this post, we extend the facade to handle several layers. We also see how to draw with transparency.

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