Well, I only need basic text features for now, but that really sounds interesting. Maybe in the future?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 04 Feb 2009 21:15:16 +0100, Jeremy Moles <[email protected]> a écrit: > Hello all. Before I start hacking on osgWidget again full force (in > preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my > wares here and generating interest in a different (BUT RELATED) project > of mine called osgPango. > > Basically, I'm writing osgPango to achieve the following (in order): > > 1. TOP quality 2D fonts in OSG on all supported platforms. > 2. A sophisticated layout/markup system for complicated text. > 3. An extensible rendering backend that lets users create > callbacks for the actual "rendering" of the font character. > 4. Speed, speed, and more speed. > 5. Clean and intuitive API that exposes all elements of a body > of text (the position of each character, etc.) > > Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get > started with some obligatory screenshots: > > http://cubicool.plopbyte.net/osgPango-normal.png > > Here is some undecorated text (no shadows or outlines) showing one of > Robert's posts from earlier this week. Notice how the text is justified > to a certain width, and that it is no problem for osgPango to change > font style or color midway through a sentence or word! Also notice the > font quality, where no character is missing a pixel on any side and > straight vertical lines are sharp and not "smudged" along two pixels. > > http://cubicool.plopbyte.net/osgPango-shadow.png > > Same as the above screenshot, except that the paragraph width is > shortened and there are now +1, +1 drop shadows (their offset is > configurable). > > http://cubicool.plopbyte.net/osgPango-outline.png > > Here we change our alignment to RIGHT and add 1px black outlines to the > fonts. > > I'd like to get other people who need high-quality 2D fonts to start > keeping an eye on osgPango so I can start seeing how folks want to use > and extend it's feature set (where possible). I've tested it personally > on Linux and Vista 64, but I'd need someone else to try it on Mac. > > (As an aside, it should use the ATSUI backend on Mac, giving some pretty > nice font quality! It uses FreeType on Linux and ClearType on Windows; > to get it compile on Windows I simply used the binaries from the GTK > project) > > The main osgPango website is here: > > http://osgpango.googlecode.com > > It won't be long before I consider it done (for me) and move back to > osgWidget and start helping more with osgAnimation, so let me know soon > if you're interested and need it to do something it doesn't. :) > > With time I hope to be able to get osgPango in the core and replace > osgText, but we'll have to see. :) The advanced layout powers and > pluggable rendering backends are two things it would be VERY hard to add > to osgText. > > As far as speed is concerned, osgPango is currently just as fast as > osgText for most normal usage, though obviously every time you change > font families or color or size you introduce a state change. :) > Placeholder code is also in place for someone to add a GLSL shader to do > the multitexturing instead of the complicated osg::TexEnvCombine() > object I currently use, and I'm sure we'd see some significant speed > increases there as well (when effects are used or desired). > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

