# WinFontRender - my new library
Displaying text is a common problem in graphics applications where all you can do is to render textured quads. I've implemented my solution already back in 2007, as part of my old engine The Final Quest 7, which was my master thesis. I've recently come back to this code and improved it because I needed it for the personal project I now work on. Then I thought: Maybe it's a good idea to extract this code into a library? So here it is:
It does two things:
1. It renders characters of the font to a texture, tightly packed.
2. It calculates vertices needed to render given text.
Here are more details about the library:
# Vulkan Memory Allocator Survey March 2019
Are you a software developer, use Vulkan and the Vulkan Memory Allocator library (or at least considered using it)? If so, please spend a few minutes and help to shape the future of the library by participating in the survey:
Your feedback is greatly appreciated. The survey is anonymous - no personal data is collected like name, e-mail etc. All questions are optional.
# Programming FreeSync 2 support in Direct3D
AMD just showed Oasis demo, presenting usage of its FreeSync 2 HDR technology. If you wonder how could you implement same features in your Windows DirectX program or game (it doesn’t matter if you use D3D11 or D3D12), here is an article for you.
But first, a disclaimer: Although I already put it on my “About” page, I’d like to stress that this is my personal blog, so all opinions presented here are my own and do not reflect that of my employer.
Radeon FreeSync (its new, official web page is here: Radeon™ FreeSync™ Technology | FreeSync™ 2 HDR Games) is an AMD technology that covers two different things, which may cause some confusion. First is variable refresh rate, second is HDR. Both of them need to be supported by a monitor. The database of FreeSync compatible monitors and their parameters is: Freesync Monitors.