OpenGL text using one vertex buffer, one texture and FreeType
A small library for displaying Unicode in OpenGL using a single texture and a single vertex buffer.
texture-font: The texture-font structure is in charge of creating bitmap glyphs and to upload them to the texture atlas.
texture-atlas: This structure is responsible for the packing of small regions into a bigger texture. It is based on the skyline bottom left algorithm which appear to be well suited for storing glyphs.
vector: This structure loosely mimics the std::vector class from c++. It is used by texture-atlas (for storing nodes), texture-font (for storing glyphs) and font-manager (for storing fonts). More information at: http://www.cppreference.com/wiki/container/vector/start
markup: Simple structure that describes text properties (font family, font size, colors, underline, etc.)
font-manager: Structure in charge of caching fonts.
vertex-buffer: Generic vertex buffer structure inspired by pyglet (python). (more information at http://www.pyglet.org)
edtaa3func: Distance field computation by Stefan Gustavson (more information at http://contourtextures.wikidot.com/)
makefont: Allow to generate header file with font information (texture + glyphs) such that it can be used without freetype.