As Matthew has suggested, you can generate the texture using a smaller
point.  Once this is done, you can scale the object up, or you can use
the texture on any object.

Text2D has a setRectangleScale(float) method, but it seems not to do
anything.  I think is it meant to address this type of problem.

Since Text2D is a Shape3D object, you can use getAppearance() to get
the Appearance NodeComponent with the Texture.   Once you have the
Appearance, you can use it for other objects.

A simple example:

        Text2D text2d = new Text2D( .........);

        Appearance textAppear = text2D.getAppearance();

        Shape3D newTextShape = new Shape3D(someGeometry, textAppear);
        objRoot.addChild(newTextShape);

Matthew Pocock wrote:
> 
> Stephane Cloutier wrote:
> 
> >         I actually use j3d in a project where I absolutely need labels (which can
> > be really big).  I can use Text2D or Text3D objects but I have problems

> 
> Create a Text2D with a small font - 12 point or something, and then scale it up with
> a scale transform to the desired size. This way, hardly any texture memory is needed,
> and there is no 1024 point or texture size limit. You can wrap this up in a factory
> object with a method like
>   Group buildText2D(String message, double size)
> (Sorry may have got class names wrong)
> 
> >
> >         Does anyone have experienced this strange effect?  Anyone has an idea on
> > the cause or solution?
> >
> >         Thanks.
> >         Stephane Clouter
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-- 
-----
Dennis J Bouvier

Find the Java 3D Tutorial "Getting Started with the Java 3D API" at
http://sun.com/desktop/java3d/collateral

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