I have a simple custom Canvas
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.awt.TextRenderer;
import java.awt.*;
public class MyCanvas extends GLCanvas implements GLEventListener {
private GLU glu;
public MyCanvas() {
this.addGLEventListener(this);
}
TextRenderer renderer;
@Override
public void init(GLAutoDrawable drawable) {
renderer = new TextRenderer(new Font("SansSerif", Font.BOLD, 16));
GL2 gl = drawable.getGL().getGL2();
glu = new GLU();
gl.glClearColor(1f, 1f, 1f, 1f);
gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
gl.glShadeModel(GL2.GL_SMOOTH);
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL2 gl = drawable.getGL().getGL2();
if (height == 0) height = 1;
float aspect = (float)width / height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0, aspect, 0.1, 100.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -50f);
gl.glColor3f(0.5f, 0.5f, 0.5f);
gl.glBegin(GL2.GL_TRIANGLES);
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 0.0f);
gl.glEnd();
String text = "Text";
renderer.setColor(Color.BLACK);
renderer.begin3DRendering();
gl.glPushMatrix();
gl.glTranslated(0, 0, 0);
renderer.draw(text, 0, 0);
renderer.flush();
gl.glPopMatrix();
renderer.end3DRendering();
}
@Override
public void dispose(GLAutoDrawable drawable) { }
}
And I have a simple JFrame for displaying this canvas.
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.FPSAnimator;
import javax.swing.*;
import java.awt.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class App extends JFrame {
private static final int CANVAS_WIDTH = 640;
private static final int CANVAS_HEIGHT = 480;
private static final int FPS = 60;
public App() {
GLCanvas canvas = new MyCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
final FPSAnimator animator = new FPSAnimator(canvas, FPS, true);
this.getContentPane().add(canvas);
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
new Thread() {
@Override
public void run() {
if (animator.isStarted()) animator.stop();
System.exit(0);
}
}.start();
}
});
this.setTitle("JOGL (GLCanvas)");
this.pack();
this.setVisible(true);
animator.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(App::new);
}
}
When I run programm I see very blurry text.
And when I reduce text size, then text became is more and more blurry. What should I do to get a clear text?
The text is blurry, because the font size doesn't match the rendered size on screen and bi-linear interpolation is used to magnify the font/font-texture.
The problem might happen because you are mixing 2D and 3D text rendering functions. You should either use begin3DRendering
, draw3D
and end3DRendering
, where you can control the actual size of the text with the scaling parameter, or you use beginRendering
, draw
and endRendering
where a orthographic projection is used to map pixels from the font to the screen.