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!



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