Hi Jeremy,
It shouldn't really matter which order you do things in. The
GlyphTexture will be populated in a different order but it shouldn't
make any difference beyond this. The fact you are observing a
difference suggests that GlyphTexture population order is affecting
things in some way. I
Hi all,
I've also experienced the font chopping problem and have also observed
that the order of initialisation definately makes a difference to the
output.
My latest 'fix' was to use different fonts for the two sizes of text I
want to display.
jp
Robert Osfield wrote:
Hi Jeremy,
It
I ran into the same problem and I agree that the appearance of the
clipped text is quite ugly. Unfortunately, the problem lies within the
design of osgText and not your usage of it.
Texels sampled within the character cell are linearly blended with one
another, giving an antialiasing effect
Great info!
Is there any way we can get this modification as an attachment, and not
inline? The likelihood of Robert looking at it seriously is very low if
it's not easily detachable from the e-mail. :)
But again, this is great, great info! Thanks a ton!
On Thu, 2008-03-06 at 10:09 -0800, Mark
HI Mark,
I'm way too busy with other work now to be able to dive into discuss
osgText in detail right now. You analysis of the problem is good, but
the fix is something that is a general fix. As I said before I
hopefully should get the opportunity to refactor the rendering side to
osgText in
: [osg-users] Font Quality / osgWidget
On Thu, 2008-03-06 at 11:18 -0700, Mark Sciabica wrote:
OK, here's the file as an attachment.
I applied your changes and got very noticeable results. :)
Something strange though:
Notice in the two screenshots attached, I switch between rendering
15-16's
I've attached a screenshot of some text rendered in a very standard way
using osgText:
text-setFont(std::string(fonts/monospace.ttf));
text-setCharacterSize(size);
text-setFontResolution(size, size);
text-setText(label);
text-setColor(osg::Vec4(1.0f, 1.0f,
I'd like to add another bit of info to this thread; attached are two
screenshots (good.png bad.png) rendered using almost identical code:
good.png (sharp, crisp)
text-setFontResolution(...)
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