Non-OpenGL rendered text seems to look a lot crisper and pleasing to the eyes. I’ve browsed a few older threads regarding text rendering but I was wondering what the current state of OpenGL rendered text is.
Is there a common/elegant solution to obtaining software-rendered text quality using an OpenGLContext render? Below is my OpenGL setup code:
openGLContext.setRenderer (this);
openGLContext.setContinuousRepainting (true);
openGLContext.attachTo (*this);
In my render callback I use the following to do 2D rendering (eg simple meter rectangle shapes):
{
const auto desktopScale = openGLContext.getRenderingScale();
std::unique_ptr<LowLevelGraphicsContext> gcontext (createOpenGLGraphicsContext (
openGLContext,
roundToInt (desktopScale * currEditorWidth),
roundToInt (desktopScale * currEditorHeight)));
jassert (gcontext != nullptr);
Graphics g (*gcontext.get ());
g.addTransform (AffineTransform::scale ((float) desktopScale));
shape1->paint (g);
shape2->paint (g);
shape3->paint (g);
// etc...
}
What I’m interested in, though are some child Label
components that update numerical values via a Timer
. I would like the numerical text to be of that snazzy crisp software rendered quality
Of course, any links or tips to info regarding this matter would be greatly appreciated I’m somewhat new to this domain of lower level graphics.
Running macOS & Windows
Cheers!