On Wed, 2011-07-20 at 11:48 +0100, Robert Osfield wrote:
> 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.

Cool, let me know what you decide and what you'd like changed. In the
interim, I will continue trying to figure out how to handle
shadows/outlines.

> 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 had intended on dropping FFP support altogether. It won't be hard to
add this back in, but I agree that if so it'd be missing some advanced
features.

> 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
> >
> >
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
> >
> >
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