Vertical (rotated) text in HTML table
Is there a (portable) way to rotate text in a HTML table cell by 90°? (I have a table with many columns and much text for the headings, so I'd like to write it vertically to save space.) ...
Is there a (portable) way to rotate text in a HTML table cell by 90°? (I have a table with many columns and much text for the headings, so I'd like to write it vertically to save space.) ...
I have to align a textbox and some text, at about 30 degrees, like this: I would like it to work at least in IE and FF. everything I found on the net deals with image rotation. Anyone? ...
HI, I have a large html formatted text. I want to display the text in pages ( as in MS Word ). Is there any way to do this? ...
I want to render font in a way that takes account of the current transforms and similar settings, especially the projection transform and viewport. I'm thinking that the best way to do that is to have an off screen surface to render the text to, and then render that surface where I really want the text. However I'm not certain on a num...
I need to render some formatted text (colours, different font sizes, underlines, bold, etc) however I'm not sure how to go about doing it. D3DXFont only allows text of a single font/size/weight/colour/etc to be rendered at once, and I cant see a practical way to "combine" multiple calls to ID3DXFont::DrawText to do such things... I look...
I want to write a hardware accelerated text renderer using Free Type 2 to load the fonts, find the correct glyphs and their sizes etc. My plan to do this is to have a large texture containing glyphs (for a given font,size,etc) in video memory, and a table for each texture defining information about the contents of the texture in system ...
I'm implementing a GUI built on top of OpenGL. I came to the problem that each GUI will have -- text rendering. I know of several methods of rendering text in OpenGL, however, I'm wonderin which of them would be best suited for a GUI. Generally in a GUI we have two types of text -- static and live. Static is easy enough -- we can render...
I have long believed that the only difference as far as the rendering of major browsers on different platforms is concerned is operating systems' underlying font-rendering technology, everything else relying upon the same libraries included with the browser. As far as my research takes me, this is something that front-end developers eit...
I'm extremely new to OpenGL. I'm writing a program that displays flying 3D text on screen. I need to know when certain text string appears (drawn) onto the screen and are visible to the user. The program needs to identify which text strings are displayed. (Note: although my problem deals with text, it could be generalized to any OpenGL o...
Does Qt use ClearType for rendering text (on Windows), and if so, what do I need to set to enable ClearType support? ...
I need a good, reliable library or toolchain for programatically rendering text to png, with different sizes, fonts, weights, etc. It also needs to be able to render text in an arc or to a path. I would like it to be fast, because I'd be running it as on a server. I've tried using SVG and librsvg, but that doesn't render <textPath> elem...
Hey All, Our site seems to render smooth fonts correctly on some computers ( looking at on mac's ), but doesnt render the fonts smoothly on other's. Only seems to happen on Safari (v 5.0), and is being tested on mac, macbook pro and desktop. Anybody seen anything like this before? Thanks for any suggestions, seems to be an odd bug ...
I am in the process of writing a jQuery plugin for 3D text and for Firefox, Chrome and Safari (and other similar browsers) I am using the CSS3 text-shadow property to render the 3D text. As a fail-over for Internet Explorer I am writing layers of text to get the same effect. The problem I have is that when I put text on top of other te...
I'm just testing this stuff out, so I don't need an alternate approach (no GL extensions). Just hoping someone sees an obvious mistake in my usage of GLES. I want to take an bitmap of a glyph that is smaller than 32x32 (width and height are not necessarily powers of 2) and put it into a texture so I can render it. I've first created an ...