Hi,

Sorry for the delayed reply. I tried using Texture2D with higher resolutions,
but it was not effective. I then created Text2D objects and set the fontsize as
a factor of the radius of the BoundingSphere, but for larger model sizes and
hence larger radii, the fontsize is quite big and the text area looks like a
white rectangular patch (i am drawing text in white). What could be the reason
for this?

Thanks
Raghav

Alessandro Borges wrote:

> Hi ,
> You can do at least 3 things :
>
> A)  Use a texture with higher resolution (256x256 -> 512x512 -> 1024x1024).
> Easy but requires more hardware work;
> B) Use Text2D, as a child node of your Shape3D,  more lines of code, but you
> can change the text while running ;)  lighter to run;
> C) Use Text3D, in the same way above.
>
> ----- Original Message -----
> From: "Raghavendra R" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, June 07, 2002 7:46 AM
> Subject: [JAVA3D] Text display using Shape3D and Texture2D
>
> > Hi,
> >
> > I had sent this mail yesterday but didnt get any response. Hence, i am
> > resending it.
> >
> > I am using a Shape3D object which internally holds a Texture2D object
> > for drawing text on a Canvas3D object. I am also using a BufferedImage
> > to set up the image. This Canvas3D object displays a wireframe model.
> >
> > The problem is, when the model dimensions are very small, the text's
> > display resolution is very bad. It looks very smudged. Is there a way to
> > get sharp, crisper text?
> >
> > Thanks
> > Raghav
> >
> >
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