public TextureFont(String name, Texture t, int charTextureSize, int size, int offset = 0) : base(name, size) { myCharTextureSize = charTextureSize; myLetteroffset = offset; texture = t; buildFont(); //set shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\font-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\font-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor shDesc = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(shDesc) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2.bindings()); }
public TTFFont(String name, String filename, int size) : base(name, size) { for (int i = 0; i < 128; i++) { myGlyphs.Add(new Glyph()); } myFilename = filename; buildFont(); //set shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\font-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\font-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor shDesc = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(shDesc) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2.bindings()); }