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Re: Best way to draw text in CAOpenGLLayer
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Re: Best way to draw text in CAOpenGLLayer


  • Subject: Re: Best way to draw text in CAOpenGLLayer
  • From: Anshul jain <email@hidden>
  • Date: Fri, 22 May 2009 11:58:04 +0530

HI
thanks for suggestion. Since i want to scroll the text so i have to update it regularly so i have taken a CAOPenGLLayer and set is asynchronous and i am using



- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat: (CGLPixelFormatObj)pixelFormat forLayerTime: (CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp



this fuction to update text.

Is this the right approach to do it.



On 21-May-09, at 10:52 PM, David Duncan wrote:

On May 21, 2009, at 10:12 AM, David Duncan wrote:

Don't. Use a CATextLayer (which can render text for you) or a CALayer (to display image content) instead. Unless you want to get outlines of your text, the CAOpenGLLayer is really not a good way to do this.


Clarifying a bit - unless you want to render your text as vector graphics, then you don't want to use an OpenGL layer to do this.
--
David Duncan
Apple DTS Animation and Printing




Regards, Anshul jain Software Engineer

Prithvi Information Solutions Ltd
10Q3A1, Cyber Towers
HITEC City, Madhapur
Hyderabad - 500 081





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References: 
 >Best way to draw text in CAOpenGLLayer (From: Anshul jain <email@hidden>)
 >Re: Best way to draw text in CAOpenGLLayer (From: David Duncan <email@hidden>)
 >Re: Best way to draw text in CAOpenGLLayer (From: David Duncan <email@hidden>)

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