private static FontBitmapEntry CreateFontBitmapEntry(string faceName, int height) { // Make the OpenGL instance current. //GL.MakeCurrent(); IntPtr renderContext = Win32.wglGetCurrentContext(); IntPtr deviceContext = Win32.wglGetCurrentDC(); Win32.wglMakeCurrent(deviceContext, renderContext); // Create the font based on the face name. var 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. var hOldObject = Win32.SelectObject(deviceContext, hFont); // Create the list base. var listBase = OpenGL.GenLists(1); // Create the font bitmaps. bool result = Win32.wglUseFontBitmaps(deviceContext, 0, 255, listBase); // Reselect the old font. Win32.SelectObject(deviceContext, hOldObject); // Free the font. Win32.DeleteObject(hFont); // Create the font bitmap entry. var fbe = new FontBitmapEntry() { HDC = deviceContext, HRC = renderContext, FaceName = faceName, Height = height, ListBase = listBase, ListCount = 255 }; // Add the font bitmap entry to the internal list. fontBitmapEntries.Add(fbe); return(fbe); }
private static FontBitmapEntry CreateFontBitmapEntry(string faceName, int height) { /// Make the OpenGL instance current. //GL.MakeCurrent(); IntPtr renderContext = Win32.wglGetCurrentContext(); IntPtr deviceContext = Win32.wglGetCurrentDC(); Win32.wglMakeCurrent(deviceContext, renderContext); // Create the font based on the face name. var 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. var hOldObject = Win32.SelectObject(deviceContext, hFont); // Create the list base. var listBase = OpenGL.GenLists(1); // Create the font bitmaps. bool result = Win32.wglUseFontBitmaps(deviceContext, 0, 255, listBase); // Reselect the old font. Win32.SelectObject(deviceContext, hOldObject); // Free the font. Win32.DeleteObject(hFont); // Create the font bitmap entry. var fbe = new FontBitmapEntry() { HDC = deviceContext, HRC = renderContext, FaceName = faceName, Height = height, ListBase = listBase, ListCount = 255 }; // Add the font bitmap entry to the internal list. fontBitmapEntries.Add(fbe); return fbe; }