Struct glium_text_rusttype::FontTexture
[−]
[src]
pub struct FontTexture { /* fields omitted */ }
Texture which contains the characters of the font.
Methods
impl FontTexture
[src]
fn ascii_character_list() -> Vec<char>
Vec
fn new<R, F, I>(
facade: &F,
font: R,
font_size: u32,
characters_list: I
) -> Result<FontTexture, Error> where
R: Read,
F: Facade,
I: IntoIterator<Item = char>,
facade: &F,
font: R,
font_size: u32,
characters_list: I
) -> Result<FontTexture, Error> where
R: Read,
F: Facade,
I: IntoIterator<Item = char>,
Creates a new texture representing a font stored in a FontTexture
.
This function is very expensive as it needs to rasterize font into a
texture. Complexity grows as font_size**2 * characters_list.len()
.
Avoid rasterizing everything at once as it will be slow and end up in
out of memory abort.