Robert & Mike,
The disabling of Depth writes is only necessary and useful when the
character cells are enlarged. Using the standard osgText implementation
the cells don't overlap, but they are not large enough to contain the
entire area where each filtered character ought to be drawn.
Robert: I'll look at making this method off drawing text optional when I
find some free time. There will be some limitations though since we have
two separate objects (Font and Text) interacting. There will need to be
either two options to configure, or the Font will use a compromise
configuration.
Mark
Robert Osfield wrote:
Hi Mike,
On Thu, Jul 16, 2009 at 6:39 PM, Mike Hall<[email protected]> wrote:
I have attached an image showing the issue.
Could you toggle texturing off, this will show whether it's an
potential issue of the text quads overlapping and causing problems
with z buffer precedence.
Mark's suggestion of disable depth writes would also confirm that this
is an issue. Mark's finding also suggest that texture filtering is an
issue.
Longer term I'd like to refactor osgText to simplify the internals and
address the quality issues more head on.
Robert.
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