Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Text rendering #38

Open
8 tasks
wpumacay opened this issue Jun 1, 2023 · 0 comments
Open
8 tasks

Text rendering #38

wpumacay opened this issue Jun 1, 2023 · 0 comments
Assignees
Labels
component: assets Related to assets management (e.g. Textures, Shaders, Models, etc.) component: bindings Related to Python Bindings generation component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) component: shaders Related to creating/updating/refactoring glsl shaders from the engine type: docs type: feature

Comments

@wpumacay
Copy link
Owner

wpumacay commented Jun 1, 2023

Description

This keeps track of the rendering text of any font in the 3d scene. There are two approaches we could follow. The first is drawing like bitmaps (we would require a special font file with the related texture atlas). The second approach makes use of FreeType and a more kind of modern approach. The one implemented in MuJoCo is the first one, so for the first implementation, we could use their font texture atlases.

Tasks

  • Classic font rendering approach implementation (C++)
  • Example of usage (C++)
  • Modern font rendering approach (using FreeType) (C++)
  • Example of usage (C++)
  • Python bindings
  • Example of usage (Python)
  • Documentation (API auto-generated using Sphinx and Breathe)
  • Documentation (.rst custom made for a detailed description)

Notes

  • Could use stb_font as an initial option
  • Should favor the usage of FreeType
@wpumacay wpumacay converted this from a draft issue Jun 1, 2023
@wpumacay wpumacay self-assigned this Jun 1, 2023
@wpumacay wpumacay added component: bindings Related to Python Bindings generation component: shaders Related to creating/updating/refactoring glsl shaders from the engine component: assets Related to assets management (e.g. Textures, Shaders, Models, etc.) type: docs type: feature component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) labels Jun 1, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
component: assets Related to assets management (e.g. Textures, Shaders, Models, etc.) component: bindings Related to Python Bindings generation component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) component: shaders Related to creating/updating/refactoring glsl shaders from the engine type: docs type: feature
Projects
Status: Todo
Development

No branches or pull requests

1 participant