Shortly after my last post, I got moved away from working on a HUD, before I 
had actually solved the above problem.

I've spent the better part of today working on this again, and have been unable 
to get a valid BoundingBox from my osgText object. Here's the code chunk in 
question:


Code:
    // create a transform and geode to hold the text drawable
    m_pTransform = new osg::MatrixTransform;
    m_pGeode = new osg::Geode;
    m_pText = new osgText::Text;

    // link them all together
    UIManager::I()->GetUISubRoot()->addChild( m_pTransform );
    m_pTransform->addChild( m_pGeode );
    m_pGeode->addDrawable( m_pText );

    // create text from string
    m_pText->setCharacterSize( aiSize );
    m_pText->setFont( "C:/WINDOWS/Fonts/impact.ttf" );
    m_pText->setText( asText.c_str() );
    m_pText->setAxisAlignment( osgText::Text::SCREEN );
    m_pText->setColor( osg::Vec4( aiR, aiG, aiB, aiA ) );
    m_pText->setPosition( osg::Vec3( 0, 0, 0 ) );
    m_pText->setCharacterSizeMode( osgText::Text::OBJECT_COORDS );
    if ( m_bRightJustified )
        m_pText->setAlignment( osgText::TextBase::RIGHT_BASE_LINE );
    else
        m_pText->setAlignment( osgText::TextBase::LEFT_BASE_LINE );

    // determine size extents of the text
    osg::BoundingBox box = m_pText->computeBound();
    int w = box.xMax() - box.xMin();
    int h = box.yMax() - box.yMin();



w and h are not correct at this point. The text does display correctly, but I 
need to adjust its placement based on its height and width.

I've tried far more that just this, running through quite a number of functions 
both in Text and TextBase. I've looked through some example apps for this. I've 
searched the forums and the web at large for examples. I'm stuck.

 ~ Chris Innanen
 ~ Nonsanity

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26746#26746





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