> -----Original Message-----
> From: Chris Forrester [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 13. Mai 2002 23:09
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Text2D.setString() issues... help?
>
>
> Hey all. While trying to get some debug output onscreen
> (mainly the logic
> thread fps and the renderer fps) using Text2D objects, I've
> hit a few walls.
>
> (1) Texture::Illegal Image Size -
> This occurs in some cases when SetString() is called and the
> string sent is
> small, or the font is too big, or something.
> I have it working right now by trial and error with
> fonts/font sizes/text
> string length.
>

that is most likeky a bug in Texture2D.

The constructor calls updateText2D(), which in turn calls setupImage() and
setupTexture().
setString() calls *only* setupImage() and I suspect that a call to
setupTexture() was forgotten.

I had a similar problem when using setRectangleScaleFactor().
This method has *no effect at all* because it does not update the generated
image and texture.

> The odd thing about this is that I never get the error no
> matter the font,
> font size, text string length upon initializing the Text2D
> object.. i'm
> guessing there's an internal bug where the new Texture
> dimensions for the
> string isn't constrained to power of two?
>
> (2) Out of Memory -
> This happens eventually, always. Maybe the old Texture
> objects aren't being
> flushed from the system?
>
>
> So what to do? A java2d layer with text on that? The out of
> memory error
> i've seen before in java3d threads from quite awhile ago, but
> the illegal
> image size is a new one.. So how are the rest of you
> outputting debug info
> on-screen?

hm ... I think that's a rather expensive way to print debug output

maybe you should have a look at Canvas3D.postRender() and
Canvas3D.getGraphics2D()
to draw into the 3D canvas

-- Peter

>
>
> ------------------------
>
> Chris Forrester
>
> http://www.geocities.com/Psionic81
>
>
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