Hi Jeremy,

I've just started my review.  First reaction is a thumbs up about the
general direction.  I do wonder if the AxisAlignment and Alignment
variable shouldn't be part of the Layout class rather than TextNode.

The shadow/outline support in osgText right now is awful and needs
replaced.  The Value paper looks very interesting, but the reliance on
shaders is a concern as we do still have OSG platforms that don't
support shaders.  It might be that we simply have advanced text
techniques that use shaders, and basic text that can work with either.
 Right now I think the OSG's outline and shadows are used to help make
text stand out from the background rather than looking really slick,
in this context something that is more reliable that the present
implementation would be good enough.

I have just attempted to print out the Valve document but my printer
is stuck on it for some reason.  I'll read the document and hopefully
get a better idea of how it'd all fit together.

As for osgCario and osgPango, I'm still cruious about these NodeKit's,
but for the core OSG NodeKit's one of my main concerns is minizming
external dependencies, so for core features we need to keep the
dependencies down to a minimum so that everyone can utilize them
easily.  Use of plugins for advanced rendering might be a solution to
this, but I don't know how easily this will fit in in the context of
osgText/osgCario/osgPango.

Robert.

On Fri, Jul 15, 2011 at 9:51 PM, Jeremy Moles <[email protected]> wrote:
> Hey Robert, hope you had a good vacation!
>
> Here is the first ALPHA version of TextNode. The following things (that
> I can handle myself) that are still missing are:
>
>        - TextNode::RenderMethod
>        I want the users to be able to use either the older-style FFP
>        emulated shader variables or, instead, custom VertexAttribs.
>
>        - TextNode::setColor
>        In addition to the first item, the user has no way of
>        communicating the color to the shader.
>
> The following things (that I need your or community input on) that are
> still missing are:
>
>        - How to handle text shadow offsets?
>        - How to handle text outlining?
>
> Please see the following post:
>
>        http://osdir.com/ml/osg-users/2011-07/msg00024.html
>
> I hope you still agree that this new API is the way to go moving
> forward. It is quite versatile. In your decision-making process, you may
> also want to revisit osgCairo and osgPango, if you are feeling bored :).
> osgCairo recently added some basic support for Distance Field rendering
> which we could use to do some absolutely incredible stuff with scalable,
> high-quality/low-memory fonts. See this PDF from Valve for more
> information:
>
> http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
>
>
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>
>
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