Hi,

I use osgPango to render text ( latest version from svn ).

from what I got from code,  first glyphs are rendered to layers, then
default shader puts
everything into frontbuffer  ( default is frag1 shader - which I use ).

However - due to use of alpha in shader the text looks somewhat not very
crisp
( some parts of letters appear as if they have some alpha ( I render  above
alpha texture but with osgPango node
with blend option switched off  - but still shader takes it into account)

from shader generator  baseFragmentHeader(unsigned int num)

there is a statement

return vec4(c.rgb * t.a, t.a);

so - naturally alpha is present in output pixel.

Replacing the string

to

return vec4(c.rgb, t.a);

does not change  much.

but

return vec4(c.rgb , 1.0 );

renders everything outside letters  with black ( so instead of text - filled
rectangles ).

now, maybe I miss something simple
but how to filter
alpha so that
I have less fuzzy letters and also do not produce non needed artifacts.


Regards
Sergey
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to