Original Post
I am having a slight problem with my implementation of the Angelcode bitmap font code. I am seeing slight offsets in some of the glyphs. I have an example here: http://www.xiotexstudios.com/xiotex-day-2-on-christmas-windows-textures-and-fonts/ click on the image to get a bigger version. If you look at the window titled 'World map' the 'or' is slightly lower than the 'W' I am more used to coding in DirectX - is this a similar issue to the texel centre problem? The code is here (it's drawn using GL_QUADS):
fCharX = m_pGlyphPages->m_Glyphs[iChar].m_fX;
fCharY = m_pGlyphPages->m_Glyphs[iChar].m_fY;
fWidth = m_pGlyphPages->m_Glyphs[iChar].m_fWidth;
fHeight = m_pGlyphPages->m_Glyphs[iChar].m_fHeight;
fOffsetX = m_pGlyphPages->m_Glyphs[iChar].m_fXOffset;
fOffsetY = m_pGlyphPages->m_Glyphs[iChar].m_fYOffset;
float fLeft = fCursorX + fOffsetX;
float fTop = fY + fOffsetY;
float fRight = fLeft + fWidth;
float fBottom = fTop + fHeight;
fCursorX += fKerning;
// Create the UV's
fU0 = ((fCharX) / m_pGlyphPages->m_fWidth);
fU1 = ((fCharX + fWidth) / m_pGlyphPages->m_fWidth);
fV1 = ((fCharY) / m_pGlyphPages->m_fHeight);
fV0 = ((fCharY + fHeight) / m_pGlyphPages->m_fHeight);
glTexCoord2f(fU0,fV1);
glVertex3f(fLeft,fTop,0.0f);
glTexCoord2f(fU1,fV1);
glVertex3f(fRight,fTop,0.0f);
glTexCoord2f(fU1,fV0);
glVertex3f(fRight,fBottom,0.0f);
glTexCoord2f(fU0,fV0);
glVertex3f(fLeft,fBottom,0.0f);
fCursorX += m_pGlyphPages->m_Glyphs[iChar].m_fAdvance;
Any ideas?