HI Andreas,

I have just done a first pass review of your changes.

The wide extent of the changes highlights just how poorly designed and
implemented that old osgText NodeKit is.  There are a number of approaches
to implement different features that are just plain awkward and
inefficient.  Unfortunately to fix them would require a rewrite of osgText
which would break backwards compatibility... so out of scope for now.

I will need to reflect on the changes you have made and make sure I fully
understand them all before merging, so I'll do a second pass review over
the next couple of days before doing a final merge.

One thing that did jump out me that looks like it'll need to tweaking is
the Text::GlyphQuads::initGPUBufferObjects() method as this will be called
any time the Text is updated and will discard the buffer objects and
replacing them with new ones on each update.  This method should check
whether the various arrays already have a buffer object assigned, or
perhaps store a single buffer object in osgText::Text.

Robert.




On 25 January 2015 at 19:44, Andreas Henne <[email protected]> wrote:

> Hi,
> thanks for merging the fixes and sorry about the wrong
> FIXED_FUNCTION_AVAILABLE.
>
> I now want to submit my changes to osgText, which mainly add VBO support
> to osgText::Text (I did not touch Text3D). Also, for GL3/GL4 core profile
> GL_RED is used for glyph textures instead of GL_ALPHA (which is
> deprecated). I implemented this by introducing the preprocessor constants
> OSGTEXT_GLYPH_FORMAT and OSGTEXT_GLYPH_INTERNALFORMAT (see the Glyph header
> file) which are set depending on OSG_GL3_AVAILABLE and OSG_GL1_AVAILABLE /
> OSG_GL2_AVAILABLE. Finally, I extended the osgText example so that it works
> in GL3/GL4 mode by adding a shader.
>
> I tested the osgText example with VBOs and with shader (OSG_GL3_AVAILABLE
> checked and OSG_GL1_AVAILABLE / OSG_GL2_AVAILABLE unchecked) and without
> VBOs and without any shader.
>
> Cheers,
> Andreas
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=62472#62472
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/osgtextgl3coresupport_146.zip
>
>
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