private FontBitmapEntry CreateFontBitmapEntry(OpenGL gl, string faceName, int height) { // Make the OpenGL instance current. gl.MakeCurrent(); // Create the font based on the face name. var hFont = Win32.CreateFont(height, 0, 0, 0, Win32.FW_NORMAL, 0, 0, 0, Win32.DEFAULT_CHARSET, Win32.OUT_OUTLINE_PRECIS, Win32.CLIP_DEFAULT_PRECIS, Win32.CLEARTYPE_QUALITY, Win32.FIXED_PITCH, faceName); // Select the font handle. var hOldObject = Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hFont); // Create the list base. var listBase = gl.GenLists(255); // Create the font bitmaps. bool result = Win32.wglUseFontBitmaps(gl.RenderContextProvider.DeviceContextHandle, 0, 255, listBase); // Reselect the old font. Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hOldObject); // Free the font. Win32.DeleteObject(hFont); // Create the font bitmap entry. if (result) { var fbe = new FontBitmapEntry() { HDC = gl.RenderContextProvider.DeviceContextHandle, HRC = gl.RenderContextProvider.RenderContextHandle, FaceName = faceName, Height = height, ListBase = listBase, ListCount = 255 }; // Add the font bitmap entry to the internal list. fontBitmapEntries.Add(fbe); return(fbe); } else { return(null); } }
private FontBitmapEntry CreateFontBitmapEntry(OpenGL gl, string faceName, int height) { // Make the OpenGL instance current. gl.MakeCurrent(); // Create the font based on the face name. IntPtr hFont = Win32.CreateFont(height, 0, 0, 0, Win32.FW_DONTCARE, 0, 0, 0, Win32.DEFAULT_CHARSET, Win32.OUT_OUTLINE_PRECIS, Win32.CLIP_DEFAULT_PRECIS, Win32.CLEARTYPE_QUALITY, Win32.VARIABLE_PITCH, faceName); // Select the font handle. IntPtr hOldObject = Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hFont); // Create the font bitmaps. bool result = Win32.wglUseFontBitmaps(gl.RenderContextProvider.DeviceContextHandle, 0, 255, nextListBase); // Reselect the old font. Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hOldObject); // Free the font. Win32.DeleteObject(hFont); // Create the font bitmap entry. FontBitmapEntry fbe = new FontBitmapEntry() { HDC = gl.RenderContextProvider.DeviceContextHandle, HRC = gl.RenderContextProvider.RenderContextHandle, FaceName = faceName, Height = height, ListBase = nextListBase, ListCount = 255 }; // Add the font bitmap entry to the internal list. fontBitmapEntries.Add(fbe); // Shift the list base. nextListBase += 1000; return fbe; }
private FontBitmapEntry CreateFontBitmapEntry(OpenGL gl, string faceName, int height) { // Make the OpenGL instance current. gl.MakeCurrent(); // Create the font based on the face name. var hFont = Win32.CreateFont(height, 0, 0, 0, Win32.FW_NORMAL, 0, 0, 0, Win32.DEFAULT_CHARSET, Win32.OUT_OUTLINE_PRECIS, Win32.CLIP_DEFAULT_PRECIS, Win32.CLEARTYPE_QUALITY, Win32.FIXED_PITCH, faceName); // Select the font handle. var hOldObject = Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hFont); // Create the list base. var listBase = gl.GenLists(255); // Create the font bitmaps. bool result = Win32.wglUseFontBitmaps(gl.RenderContextProvider.DeviceContextHandle, 0, 255, listBase); // Reselect the old font. Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hOldObject); // Free the font. Win32.DeleteObject(hFont); // Create the font bitmap entry. if (result) { var fbe = new FontBitmapEntry() { HDC = gl.RenderContextProvider.DeviceContextHandle, HRC = gl.RenderContextProvider.RenderContextHandle, FaceName = faceName, Height = height, ListBase = listBase, ListCount = 255 }; // Add the font bitmap entry to the internal list. fontBitmapEntries.Add(fbe); return fbe; } else return null; }