Hello folks,
I need to draw text on a Canvas3D using a Truetype font. The text must not be on an
opaque background (otherwise I could simply use a java.awt.Canvas or a
java.awt.Textfield). Also, for performance reasons, I do not want to use an
OffScreenBuffer. For the same reason I want to keep on using immediate mode.
I imagined the following possibilities to do it:
- Manage to get a Graphics or Graphics2D object which I can use to paint on the back
buffer. However, I only found a way to get a Graphics for the front buffer, and using
it causes flickering.
- Manage to use a Raster object in immediate mode which displays an Image that I have
drawn the text onto. But I can't get a Raster to work in immediate mode, see my
posting some days ago.
- Draw the text onto a BufferedImage and use that image as a texture for a billboard
which has the same pixel size as the BufferedImage. However, because of texture
filtering the text appears blurred.
My question to you is:
- Do you know how I can get a Graphics object for the back buffer?
- Do you know how to use a Raster in immediate mode, or do you know how I could
simulate a small retained mode environment for drawing the Raster?
- Or can you tell me how I can disable texture filtering so that I can use a billboard?
- Perhaps you also have a different idea of how I could draw text on the Canvas3D.
Thanks for your help!
-- Julian
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