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    <title>FTGL User Guide</title>
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<h1>FTGL User Guide
</h1>
<h2>(work in progress)
</h2>
<P ALIGN="center">
<IMG SRC="images/ftgldemo.jpg" ALT="FTGL Demo screen shot" WIDTH="480" HEIGHT="383" BORDER="0">
</P>

<H2>Contents</H2>
<UL>
	<LI><H3><a href="#INT">Introduction</a></H3></LI>
	<LI><H3><a href="#CFT">Choosing a font type</a></H3></LI>
	<LI><H3><a href="#CAT">Creating a font</a></H3></LI>
	<LI><H3><a href="#MFC">More font commands</a></H3></LI>
	<LI><H3><a href="#FAQ">FAQ</a></H3></LI>
</UL>
<HR ALIGN="center" SIZE="2" WIDTH="80%">
<A NAME="INT">
<h2>Introduction
</h2>
<P>
OpenGL doesn't provide direct font support, so the application must use any of OpenGL's other features for font rendering, such as drawing bitmaps or pixmaps, creating texture maps containing an entire character set, drawing character outlines, or creating 3D geometry for each character.
</P>


<P>
One thing all of these systems have in comman is they require a pre-processing stage to take the native fonts and convert them into proprietry format.
</P>

<P>
FTGL was borne out of the need to treat fonts in OpenGL applications just like any other application. For example when using Adobe Photoshop or Microsoft Word you don't need an intermediate pre-processing step to use high quality scalable fonts. 
</P>

<HR ALIGN="center" SIZE="2" WIDTH="80%"><commit_msg>Added a couple of web links<commit_after><html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
    <meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
    <title>FTGL User Guide</title>
</head>
<body>

<TABLE BORDER="0" WIDTH="70%" CELLSPACING="0" CELLPADDING="0" ALIGN="center">
	<TR>
		<TD>

<h1>FTGL User Guide
</h1>
<h2>(work in progress)
</h2>
<P ALIGN="center">
<IMG SRC="images/ftgldemo.jpg" ALT="FTGL Demo screen shot" WIDTH="480" HEIGHT="383" BORDER="0">
</P>

<H2>Contents</H2>
<UL>
	<LI><H3><a href="#INT">Introduction</a></H3></LI>
	<LI><H3><a href="#CFT">Choosing a font type</a></H3></LI>
	<LI><H3><a href="#CAT">Creating a font</a></H3></LI>
	<LI><H3><a href="#MFC">More font commands</a></H3></LI>
	<LI><H3><a href="#FAQ">FAQ</a></H3></LI>
</UL>
<HR ALIGN="center" SIZE="2" WIDTH="80%">
<A NAME="INT">
<h2>Introduction
</h2>
<P>
OpenGL doesn't provide direct font support, so the application must use any of OpenGL's other features for font rendering, such as drawing bitmaps or pixmaps, creating texture maps containing an entire character set, drawing character outlines, or creating 3D geometry for each character.
</P>


<P>http://www.opengl.org/developers/faqs/technical/fonts.htm</P>
<P>http://www.opengl.org/developers/code/features/fontsurvey/index.html</P>
<P>
?????One thing all of these systems have in comman is they require a pre-processing stage to take the native fonts and convert them into proprietry format.
</P>

<P>
FTGL was borne out of the need to treat fonts in OpenGL applications just like any other application. For example when using Adobe Photoshop or Microsoft Word you don't need an intermediate pre-processing step to use high quality scalable fonts. 
</P>

<HR ALIGN="center" SIZE="2" WIDTH="80%">
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