The row can be calculated as follows: r o w = c o d e / n u m b e r O f C o l s row = code / numberOfCols r o w = c o d e / n u m b e r O f C o l s, in this case we will do a integer by integer operation so we can ignore the decimal part.
#Stbimage image example java lwjgl mod#
Where m o d mod m o d is the module operator. The column can be calculated as follows: c o l u m n = c o d e m o d n u m b e r O f C o l u m n s column = code \space mod \space numberOfColumns c o l u m n = c o d e m o d n u m b e r O f C o l u m n s. By using the character code of a specific letter we can calculate the row and the column that is enclosed in the image. In this case the image is composed by 15 columns and 17 rows.
![stbimage image example java lwjgl stbimage image example java lwjgl](https://i.ytimg.com/vi/fdn1y5Yq424/maxresdefault.jpg)
At the end you will have something similar as the following picture.Īs you can see, the image has all the characters displayed in rows and columns. When transforming it to PNG we will set up also the black background as transparent, that is, we will set the black colour to have an alpha value equal to 0 (You can use tools like GIMP to do that). In this case we will export it as a BMP file and then transform it to PNG so it can be loaded as a texture. When you have finished configuring all the settings in CBG you can export the result to several image formats. In this chapter we will assume that we will be rendering text encoded in ISO-8859-1 format, if you need to deal with different character sets you will need to tweak a little bit the code. The following figure depicts the configuration that we will use to generate a texture file.
#Stbimage image example java lwjgl generator#
In this case, We will use Codehead’s Bitmap Font Generator (CBFG).ĬBG lets you configure many options such as the texture size, the font type, the anti-aliasing to be applied, etc. You can use many programs out there that can do this task, such as, CBG, F2IBuilder, etc. So the first step is to create the texture that contains the alphabet. later on, we will use that texture to draw the text in the screen. That quad will be divided by a set of tiles which will represent a single letter. In order to do that, we are going to map a texture that contains alphabet characters into a quad. The first thing that we will do to create a HUD is render text. The changes affect especially the Renderer class in order to prepare it for the HUD rendering. When you examine the source code for this chpater, you will see also that some little refactoring has been applied to the source code.
![stbimage image example java lwjgl stbimage image example java lwjgl](https://i.stack.imgur.com/x59Le.png)
We will create a simple HUD that will serve us to show some basic techniques for representing that information. That is, a set of 2D shapes and text that are displayed at any time over the 3D scene to show relevant information. In this chapter we will create a HUD (Heads-Up Display) for our game.