I had a graphing app that used Text2D at 60 point for labels. I ended up
generating the labels at 8 point and then scaling them up. It was the only
way for me to overcome the memory usage problems.
Hope that helps
Frederic Gillet wrote:
> Hi all !
>
> I've been trying different techniques to "attach" 2D strings to my 3d
> objects.
> 1) I tried using the postSwap() to add text on the Canvas3D, which is
> not very nice (a lot of flashing) and besides there are no methods to
> translate 3D coordinates to pixel coordinates ...
> 2) Using Raster doesnt seem to be too complicated.
> 3) Eventually, I attached Text2D Shape to each of my 3D Object. I use a
> modified version
> of the BillBoard behavior, to have all the Text2D facing the user (makes
> them parallel to the ViewPlane).
> It works fine, except that Text2D uses a HUGE amount of memory !!!
> If I introduce 200 Text2D shapes, the memory usage of my application
> jumps from 20MB to 67MB (I
> eventually run out of memory) !!! I guess its a texture problem since
> Text2D are just textures mapped
> on a rectangle shape ...
> The Text2D doesnt seem to give any control on the "resolution" (and
> memory usage) of textures ...
> Has anyone bumped into that problem before ?? Any solutions ??
>
> Thanks a lot !
>
> Frederic Gillet
> Xbind Inc.
>
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