Thank you very much!!!!!!! Only one question, where can I find Shader examples for OpenSG??
Regards Dirk!
2006/6/12, Dirk Reiners <[EMAIL PROTECTED]>:
Hi Gabriell,
Gabriell Minstrel wrote:
>
> <I don't know if this message reached the list. I received in return
> an error reply>
>
>
> Hello! I am here again! ;) Well, I am actually advancing on my last
> troubles, but I have an awful doubt!
>
> First, imagine an app that have the X, Y axis along the screen X, Y
> axis and the Z axis going through the screen.
>
> I want in my app to have some layers in the X, Y, axis (with a Z of 0)
> that I can zoom in/out (moving the camera Z position). This layers
> will be textures or a set of polylines fixed in the same plane (a
> map). Above this layers, I want to get labels (here is a good small
> text rendering problem) that move with the map (to indicate a fixed
> position on the map), but I don't want this labels to be scaled (they
> must be the same size, and not to be filtered! ) but they must move
> with the map. I hope you can imagine this scenario.
Yup. Classical 2D.
> I only want to know if is it possible to do that with OpenSG, and if
> somebody can tell me which is the best approach. The map thing with
> Zoom is trivial. The label thing can be tricky on the small text
> rendering without filtering, and the non-scaling because I want it to
> be hardware acelerated (I don't want to use an image foreground,
> although a polygon foreground could be an approach, but I don't know).
The problem with things that have a fixed size in 2D is that they have a
varying, possibly very large, size in 3D. OpenSG uses the 3D information
for view volume culling, so an object that has no 3D info is a bit of a
problem. It can be kludged by setting its bounding volume to infinite,
effectively disabling culling, which may or may not be doable for your app.
To actually get an object to have a fixed size in 2D these days I would
use a simple shader. As long as you can restricy your hardware to be
shader-capable, that is probably the fastest way to do it. I don't have
a shader for this ready, but it's essentially a particle shader with a
little resizing.
Hope it helps
Dirk
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users
_______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
