Hi Robert,

I would have hoped just using a MatrixTransform on top and SCREEN_COORDS for
characterSize would have worked as well, but it doesn't at very zoomed in
levels in my case.  This  is due to to the fact that osgText is resizing the
glpyh quads to maintain the character size onscreen instead of drawing the
text in an orthographic projection.  Actually, if you simply set the text to
SCREEN_COORDS and zoom as far as you can to the text, the text will actually
disappear completely and never re-appear even if you zoom back out b/c the
size of the quads has went to zero.

I believe the intersection problem is due to the use of floats in
Text.cppto compute the glyph positions and also that PrimitiveFunctor
is using
floats internally to compute the intersections.  I could be wrong about
PrimitiveFunctor b/c I believe I saw a recent change that added double
support.

Thanks!

Jason

On Tue, Mar 18, 2008 at 12:56 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> On Tue, Mar 18, 2008 at 4:42 PM, Jason Beverage <[EMAIL PROTECTED]>
> wrote:
> > Overall though, does the approach I'm suggesting with using the
> > UpdateCallback and the Hud Camera to get around my intersection problems
> > sound reasonable or am I overcomplicating things?
>
> It sounds like overcomplicating to me, the more complicated the more
> difficult it'll be to debug, and even harder for anyone else to be
> able to try and get their head around what you are doing.  Given you
> are using an older version of the OSG it makes it a next to impossible
> task to support.
>
> OSG-1.2 does support double Matrices by default, so I would have
> though  as MatrixTransform above the text labels
> would get you most of the way.  You could try look for where the
> precision issue is arising and tweaking the OSG to use doubles to help
> out.
>
> Robert.
> _______________________________________________
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> [email protected]
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>
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