Hi Matthias,
sorry for the late response, I've been out of the office since early
Friday.
On Thu, 2005-04-21 at 16:28 +0200, Matthias Biedermann wrote:
> Hi folks,
>
> though there have already been some discussions about rendering text
> with OpenSG, we're still looking for a good way in the special case of a
> stereo application.
>
> As far as I know, the only options for text (with MS Windows) are to use
> the Statistics system (as in System/Text/test*, with its different
> "flavors"), or do it on your own via character textures and proxy
> geometry. Please correct me if I'm wrong and/or forgot about alternatives...
Essentially yes. You can use the existing text lib (old or new version)
to create Geometry for your text, or use the Stats as a base. There are
also Text Nodes, that make it easier to put text in the graph itself. I
wrote those as a quick fix to a cluster/multi-thread problem with
VRJuggler, so they're based on a patched version of FTGL (see the README
in Source/Contrib/FTGLText). There were some talks some time ago about
text nodes based on our new text library, but I'm not totally up-to-date
on that. Can somebody comment on it?
> Above that, which one is most suitable for stereo projection? In our
> case, we'd like to select some objects in space and display additional
> information about it on the screen. So how to keep the text (up to
> approx. 1k characters, read from database) still readable?
1k characters is quite a lot. For this it probably doesn't make sense to
locate it close to the object(s) in question. For that I'd recommend
using something close to the statistics method, but using a different
font. The texture text scales pretty well, so readability for small
characters should be ok.
But, honestly, if you have that kind of text output on top of a 3D
scene, I'd think about using a tablet PC or some other display to show
it. Pretty much no matter what you do, it's going to be hard to read
this much text on top of a complex 3D scene.
Just my $.02
Dirk
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