OpenGLContext.scenegraph.text.font

Abstract base-class for all font implementations

Classes

Mix-in providing justification routines for bitmap fonts
For OpenGL 3.1 and beyond, we'll need some more bookkeeping done at the font level, basically we'll have X textures/shaders per font. The characters to render for the shader will all be composed into a single VBO to be rendered. Changing the text will update the VBO set (which is a fairly small data-set, as it's just the quads involved).
Each character needs a reference to the texture involved as well as the texture-coordinates for the 4 vertices.
So we're going to wind up getting a general "compile" operation that iterates over all lines which use a Font, gathering the (translated) coordinates to pass to the renderer, when those are all gathered, we render the data-set to the card in one go...
Abstract base-class for all font implementations