Why don'y you just use a J3D Text2D node with a transparent background, it
used to work pretty well in my application , I have had a few problem lately
with the transparency but that's probably because of my use of ordered
groups.
This way, this become part of the scene and you can put it anywhere=>
aftre/before your viewpoint transformation, etc...
Hope it helps
olivier


Olivier Fillon    Minestar Project
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-----Original Message-----
From: Julian Scheid <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Sunday, February 06, 2000 9:43 AM
Subject: [JAVA3D] Drawing Text on a Canvas3D


>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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