A quick'n'dirty OpenGL texture mapped font drawing class that loads gylphs though the Win32 GDI, I wrote some 17 or 18 years ago. There are much better OpenGL text renderers, that produce better quality output, use far less texture memory and can do Unicode. Yet because I submitted that thing to FlipCode on occasion still ends up in production code.
But I wouldn't even mind that if I wouldn't consider the code quality of that thing to be horrible. When I wrote that I had enough programming knowledge to tackle big projects but I still lacked the years in which I experienced how and where (my) legacy code will end up. I also didn't put too much care into things like keeping the namespace clean.
But I wouldn't even mind that if I wouldn't consider the code quality of that thing to be horrible. When I wrote that I had enough programming knowledge to tackle big projects but I still lacked the years in which I experienced how and where (my) legacy code will end up. I also didn't put too much care into things like keeping the namespace clean.