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
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