Hi Justin,

> 3.Creating flat text. The FontExtrusion basically implies geometry
that
> has thickness. There's nothing to say how the shape is defined to
> describe such a situation. In fact, I'm not really sure what
limitations
> are on the Shape instance. The docs seem to imply a single
> straight-line, but it doesn't say what happens when I pass in, say a
> Rectangle or GeneralPath instance.

Try Text2D. Not properly documented but features in the Java3d tutorial
and in the examples. I believe it is implemented as a texture on a
rectangle but that might be nonsense.

Regards

Mike Goldwater
Auric Hydrates Ltd
[EMAIL PROTECTED]>


> -----Original Message-----
> From: Discussion list for Java 3D API [mailto:JAVA3D-
> [EMAIL PROTECTED]] On Behalf Of Justin Couch
> Sent: 17 March 2002 07:04
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Text3D texturing and performance
>
> I'm looking at the implementation of the VRML Text node in Xj3D. I
have
> a few of questions, which relate to performance, and hence how I'll
> implement it. Any insights as to the best way of implementing this
would
> greatly appreciated.
>
> The VRML spec states that Text is a "two-sided flat text-string
object".
> This object has a status somewhere between true 3D geometry and
> effectively just a string written as a texture. The interesting
> statement though is that the text "geometry" object is still effected
by
> textures and material/lighting. The texturing bit is the worry.
Without
> that, it would be a simple choice to just use a texture. It becomes
more
> of a pain with texturing because then I have to do either
multitexturing
> or some sort of manual composition process. So, some questions:
>
> 1. The Text3D class does not state how or whether it is effected by
> textures. Does it?
>
> 2. Performance of Text3D in changing the text string. A very typical
use
> of Text nodes in VRML is to implement HUD-type readouts of
information.
> That means high-speed text modification. As it appears that Text3D
> internally tesselates geometry to create a 3D object. That has me
> concerned about the performance impacts of high-speed text changing.
Any
> way of making this into something that will not be the major
bottleneck?
>
>
>
> Points to note.
>
> - I've never seen, in real life, VRML content that uses textures on
text
> nodes. If we have to cop a performance penalty or architecture change
to
> accommodate this, then that's acceptable.
>
> - The "best" solution is defined in terms of frame-rate performance.
It
> is mostly expected that the string(s) will change every frame, not
doing
> things like colour cycling or texturing. VRML allows a single Text
node
> to describe many strings (ie like a paragraph), which would result in
> needing to update multiple Text3D instances every frame if that was
the
> chosen solution.
>
> --
> Justin Couch                         http://www.vlc.com.au/~justin/
> Java Architect & Bit Twiddler              http://www.yumetech.com/
> Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
> -------------------------------------------------------------------
> "Humanism is dead. Animals think, feel; so do machines now.
> Neither man nor woman is the measure of all things. Every organism
> processes data according to its domain, its environment; you, with
> all your brains, would be useless in a mouse's universe..."
>                                                - Greg Bear, Slant
> -------------------------------------------------------------------
>
>
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