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