engine/EngineVideoFont.c
/*	Loads the given font for later usage.
	Should be used during initialization OR during game-load.
*/
Loads the given font for later usage.
Should be used during initialization OR during game-load.
Loads the given font for later usage . Should be used during initialization OR during game - load .
void Font_Load(const char *ccName,int iSize)
{
	char cPath[PLATFORM_MAX_PATH];
	sprintf(cPath, "%s/%s", g_state.cFontPath, ccName);
#ifdef _WIN32	
	HFONT	hFont;
	hFont = CreateFontA(
		-iSize,
		0,
		0,
		0,
		FW_NORMAL,
		FALSE,
		FALSE,
		FALSE,
		ANSI_CHARSET,
		OUT_TT_PRECIS,
		CLIP_DEFAULT_PRECIS,
		ANTIALIASED_QUALITY,
		FF_DONTCARE | DEFAULT_PITCH,
		ccName);
	if (!hFont)
	{
		Con_Warning("Failed to load font! (%s)\n");
		return;
	}
	wglUseFontBitmapsA(NULL, 32, 96, glGenLists(96));
	DeleteObject(hFont);
#endif
}
void Font_Load ( const char * ccName , int iSize ) { char cPath [ PLATFORM_MAX_PATH ] ; sprintf ( cPath , " " , g_state . cFontPath , ccName ) ; #ifdef _WIN32 HFONT hFont ; hFont = CreateFontA ( - iSize , 0 , 0 , 0 , FW_NORMAL , FALSE , FALSE , FALSE , ANSI_CHARSET , OUT_TT_PRECIS , CLIP_DEFAULT_PRECIS , ANTIALIASED_QUALITY , FF_DONTCARE | DEFAULT_PITCH , ccName ) ; if ( ! hFont ) { Con_Warning ( " \n " ) ; return ; } wglUseFontBitmapsA ( NULL , 32 , 96 , glGenLists ( 96 ) ) ; DeleteObject ( hFont ) ; #endif }
Loads the given font for later usage.
Loads the given font for later usage .
// TODO: Move this over to platform.