Hi Jeremy,

It shouldn't really matter which order you do things in.  The
GlyphTexture will be populated in a different order but it shouldn't
make any difference beyond this.   The fact you are observing a
difference suggests that GlyphTexture population order is affecting
things in some way.  I can't think off hand what this might be - the
only very vague guess would that the tex coords are different in some
way, perhaps this is related to the clipping you've observed.

FYI, I might be doing some refactoring work of the rendering code
inside osgText in the not too distant future.  At this point I will
need to review the lots of code internally with osgText so it'd be a
good time to have some unit tests to utilise - osgWidget might well be
a good way to generate unit tests ;-)

Robert.

On Wed, Mar 5, 2008 at 10:33 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> I'd like to add another bit of info to this thread; attached are two
>  screenshots (good.png & bad.png) rendered using almost identical code:
>
>  good.png (sharp, crisp)
>  --------------------------------------------------------------------
>
>         text->setFontResolution(...)
>         text->setCharacterSize(...)
>         text->setText(...)
>
>
>
>  bad.png (very blurry)
>  --------------------------------------------------------------------
>
>         text->setText(...)
>         text->setFontResolution(...)
>         text->setCharacterSize(...)
>         text->update()
>
>
>
>  Is there something wrong with my 2nd usage of osgText::Text such that I
>  get the poorer quality? I understand that in the first usage the font
>  sizes are already set before the initial text is rendered internally,
>  but shouldn't the 2nd usage produce identical results, given that I call
>  update after setting the new values? (My assumption here, however, could
>  be woefully wrong, but will be useful information either way. :))
>
>
>
>
>  On Wed, 2008-03-05 at 16:10 -0500, Jeremy Moles wrote:
>  > I've attached a screenshot of some text rendered in a very standard way
>  > using osgText:
>  >
>  >       text->setFont(std::string("fonts/monospace.ttf"));
>  >       text->setCharacterSize(size);
>  >       text->setFontResolution(size, size);
>  >       text->setText(label);
>  >       text->setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
>  >
>  > In the screenshot, a the very bottom, you'll see a bit of text called
>  > "label 6 (copy)". Take a close look at the following characters:
>  >
>  >       a, e, 6, (
>  >
>  > ...and you'll notice that the glyphs are 1 (perhaps 2) pixels "chopped"
>  > off at the left.
>  >
>  > I've been hunting this down forever--in fact, I've made a lot of similar
>  > posts in the past--but I simply cannot prevent this occurrence in a
>  > predictable way. If I play with the font sizes I can sometimes achieve
>  > nearly perfect font quality, but it's all guess-work.
>  >
>  > So I've decided to go back to square one and ask the mailing lists: can
>  > anyone with any heavy osgText experience give me any hints as to what is
>  > going on? I've tried all of the KERNING options (though this is a
>  > monospace font), I've tried hacking Text/TextBase.cpp so that each Glyph
>  > absolutely is "pixel aligned", I've tried all manner of different
>  > fonts--but nothing seems to give predictable rendering results. My
>  > suspicion is that the GlyphQuads object's _texcoords values are getting
>  > calculated slightly wrong in some cases, but I'm not sure.
>  >
>  > Having precise font quality in osgWidget will be really important, so
>  > I'm willing to make any code changes necessary to facilitate this...
>  > _______________________________________________
>  > osg-users mailing list
>  > [email protected]
>  > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> _______________________________________________
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>
>
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