Doug,

I am beginning to implement a basic visualizer for finite element models and
meshes in Java3D. My users would like to see an enumeration of mesh
entities, i.e., elements/faces/edges/vertices, etc. Therefore, I have the
need for displaying large quantities of labels.

These labels should always stay the same size, and be oriented with the
screen, but must also rotate/translate to keep on top of their associated
mesh object as the user moves the model. For these labels, raster text
sounds like a good solution. I am guessing this many labels would have big
space and time issues. Shared memory for raster fonts would help out.

--Kevin Copps

> -----Original Message-----
> From: Doug Gehringer [mailto:[EMAIL PROTECTED]]
> Sent: Monday, July 16, 2001 6:32 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Question on Raster Labels
>
>
>
> Here is an implementation of Raster labels (attached).  It is
> basically Text2D
> modified to used a Raster instead of a texture mapped polygon.
>
> There are currently no plans to add raster text to the Java
> 3D utilities, but a
> raster text utility may be considered if there is interest.
> I'd like to hear
> your input.
>
> Here is a comparision of raster text vs Text2D and Text3D:
>
> Appearance:
> Text2D:         Raster text on a texture mapped polygon.
> Raster text, but
>                 with sometimes blurry due to scaling of the
> texture mapped
>                 image.
> Text3D:         Outline of font is converted to geometry.
> Excellent appearance
>                 for large sizes.  Can be blocky for small
> sizes when characters
>                 are only a couple pixels wide.
> Raster Text:    Excellent appearance since it uses raster
> fonts only at their
>                 indended size.
>
> Size/orientation:
> Text2D/Text3D:  Full 3D orientation.  Rotates/scales with
> transformations and
>                 viewing.  Can be made to align with screen
> using OrientedShape3D
>                 (must edit Text2D to do this).  With 1.3 can
> be made size
>                 invariant using the new constant scaling on
> OrientedShape3D
> Raster text:    Always the same size and aligned with the
> screen, so only useful
>                 for specific situations.
>
> Memory Usage/Limitations:
> Text2D:         No sharing between primitives, each uses its
> own memory even
>                 if they share characters.  If texture is too
> wide it won't
>                 display on some devices.
> Text3D:         Characters are defined in a Font3D so that
> the memory for
>                 each character is shared between different
> instances of each
>                 character.
> Raster text:    Label3D is like Text2D-- each primitive uses
> it's own copy of
>                 the character definitions.  With J3D 1.3
> raster text could be
>                 implemented using a font mechanism like
> Text3D.  Also, Rasters
>                 are sometimes slow on some PC cards.
>
> Please send your comments to [EMAIL PROTECTED] and I'll
> post a summary.
> Specifically: Do you have a need for raster text?  Why?
> Would you need the
> shared memory of a font-based implementation (that is, would
> you use a lot of
> labels)?
>
> BTW, Label3D gets the font metrics with:
>
>     Toolkit toolkit = Toolkit.getDefaultToolkit();
>     metrics = toolkit.getFontMetrics(font);
>
> It caches the font metrics on the class to speed up creation
> of the labels.
>
> > From: R Vegan <[EMAIL PROTECTED]>
> > An alternative way is to get the FontMetrics object from
> > the graphics handle of the BufferedImage object. This
> > seems to work fine.
>
> This is probably a better way, although Text2D uses presently
> uses the Toolkit
> mechanism.
>
> Thanks
>
> Doug Gehringer
> Sun Microsystems
>

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