I have managed to read the outline information about fonts using Java’s Font class, but I have a few doubts:
- I am using evaluators to draw the font curves, and obviously it’s 3D just like any other object in the scene.
It works, but I would like to render them in 2D. Is there a way to use evaluators for 2D rendering? I tried to set the projection matrix with gluOrtho2D before exhibitting the text but it didn’t work, not sure if this is possible by the way.
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What would be the best way of turning that curve information in 2D?
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When the vertices are generated by the glEvalMesh, is there a way of reading those values back?