> It will probably be more efficient to create a scene graph from > osg::Geometry/osg::Texture/osg::StateSet rather than using osgText. You > could use the osgText::Font and associated Textures to help with the > texturing side to the rendering. The osg::Geometry you create you could > put as many quads in as you need. >
I have a couple of questions on using the texture directly rather than using osgText::Text... When grabbing the textures with all the glyphs in it (osgText::Font::getGlyphTextureList), can I safely assume that for one font resolution there will only be one texture for that font? That is will *all* characters which are requested with the same font be handled by one texture? How/when do individual glyphs get added to their collective texture? (I looked through the source code but got a little lost) -- in a small example I tried with just osg::Geometry/Texture as you suggested above, I looked up glyph texture coordinates for a bunch of characters without manually adding any glyphs and it 'just worked'. Do I never need to do anything to ensure the glyphs I need are in the texture or is this taken care of implicitly? Regards, Preet
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