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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