BlendFunc for textured fonts with changing backgrounds
I am trying to use Textured fonts so that I can display text in my openGL scene. However, I am having a hard time finding glBlendFunc values ββthat will work.
The background on which the text will be placed is a grayscale image, but will change at runtime. As the background changes, text can be on top of any color from black to white.
The best values ββI've found are glBlendFunc (Gl.GL_SRC_COLOR, Gl.GL_ONE_MINUS_SRC_ALPHA). This will make the black box surrounding the character disappear, but the character itself will disappear as the background moves towards white.
Please, help!
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Do you want the text to be inverted based on the background color? white text on black, black text on white? I think you can achieve the inversion via blendfunc.
Alternatively, you can use a font texture that has a "border" built into it to help make the character stand out from the background. Imagine a white font with a smooth alpha blended black "glow". The font will look good with almost all colors.
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