Hi Martin,

I'm currently working on improved 3D text functionality for osgText
and as part of the work am implementing a TextNode class that will be
used in place of the current Text3D drawable.  My plan is to keep the
TextNode general purpose enough to handle 2D text as well, so while my
current focus is developing better 3D, I'm implementing the TextNode
is way that leaves the door open to us implementing 2D text as well.
If things go to plan the new TextNode will deprecate both
osgText::Text and osgText::Text3D.

Now all might of relevance to more than just there will be new class
that you might want to use, but the fact that the placement of the
individual characters is becoming something you can override directly,
and seperately you will also be able use you own computation any
transform that is required to place the whole text label.  The later
part is the part you'll probably be interested in overriding.

All this doesn't help you right now, but over the next week I will
checking the functionality into snv/trunk and you'll then be able to
review it yourself.

Cheers,
Robert.

On Thu, Sep 2, 2010 at 11:41 AM, Martin Scheffler <[email protected]> wrote:
> Glenn,
> thanks for your reply. Because performance IS important for me (hundreds of 
> texts) I went a different route.
>
> I derived a class TextWithOffset from osgText::Text and overwrote the method
> computePositions. I added my offset to the _offset member variable after the 
> alignment was calculated. Unfortunately the computePositions method is pretty 
> large, so I ended up copying about 150 lines of code, but anyway, it works.
>
> Cheers,
> Martin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31263#31263
>
>
>
>
>
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