Hi,

Just a quick message to say that osgPango is great, it's so powerfull ! I
dream of seeing it in the core OSG with a plugin system. ;)

Cheers,

On Fri, Jul 1, 2011 at 7:22 PM, Jeremy Moles <[email protected]>wrote:

> I would also like to quickly top-post myself and say that I see A LOT of
> posts on the lists lately about osgText, and the next few months might
> be a great time for people to pitch in with TextNode and get their stuff
> working. :)
>
> On Fri, 2011-07-01 at 13:19 -0400, Jeremy Moles wrote:
> > Hello all! In just a few days (I will finish the code over the holidays)
> > I'm going to be submitting a bit of code to Robert to evaluate for
> > inclusion into OSG proper. It is a continuation of his experimentation
> > with a new text interface called TextNode.
> >
> > TextNode diverges a great deal from what you might be used to with Text
> > and Text3D objects, but in the end the transition (if Robert accepts
> > it :)) will be worth it. The API has been cleaned up, internal data is
> > much easier to get at, and the rendering and layout backends have become
> > pluggable.
> >
> > Before I finish up the last bits so that a first beta version can be
> > submitted and people can begin experimenting with it, I'd like to
> > solicit some input.
> >
> > 1) I'm dropping all support for the FFP. I mean, c'mon. It makes the
> > code substantially harder to maintain and understand. If this causes the
> > code to be rejected (or perhaps results in Text and Text3D staying
> > around for a bit longer to support FFP), then so be it. :) In lieu of
> > this, however, I'd like some opinions on which version of GLSL I should
> > target and how well that version is currently supported by OSG.
> >
> > 2) TextNode (3D) glyph support is working quite well; it wasn't hard,
> > since most of the code was already there in the backend. Each glyph is
> > cached based on its Style and Font, put into a PAT, and then finally all
> > of the text is squished into a top-level MatrixTransform. I continue to
> > use the setAlignment() and setAxisAlignment() API, but obviously you're
> > free to do whatever you like. How does this sound to everyone?
> >
> > 3) TextNode (2D) is still going to require a bit of work at the time of
> > the first submission. In the new API, osg::Geometry objects are
> > constructed using quads textured with the 2D glyphs and, again, packaged
> > into a top-level MatrixTransform. A remaining (serious) question is how
> > to do drop-shadows and outlines?
> >
> > 4) As some of you may know, I am also the author of osgCairo and
> > osgPango. Both of these nodekits came to be as I was working on
> > osgWidget, which--combined with getting sick--seriously sidetracked that
> > project. :) (I haven't forgot about osgWidget though--hang in there!)
> > This isn't an attempt to plug that software, but rather me posing a
> > question I've asked before:
> >
> >       4.a) The 2D quality provided by osgPango simply cannot be
> >       matched by anything any of us could do by hand. This is
> >       partly due to osgPango's massive user base and its main
> >       developers, but it is also due to the fact that the Glyph
> >       rasterizer is Cairo. Now, I won't be so bold as to ask OSG
> >       to accept osgPango (yet :)), but what I would like to do is
> >       provide a way for Cairo to do the glyph rasterization instead of
> >       doing it manually with Freetype. This is the approach osgPango
> >       takes, and it lets osgPango provide a very powerful glyph
> >       "effect" API. Let me elaborate below...
> >
> >       In current 2D OSG, you request a string of text. Each
> >       character is iterated over and the backend calls FT_Load_Char
> >       to render each glyph at a particular resolution, at which
> >       point that glyph is put into a texture atlas to be reused
> >       later.
> >
> >       If we supported Cairo as a rasterizing backend, we would instead
> >       be given the glyph information for each character as a vector
> >       path and would have the freedom to do whatever Cairo's drawing
> >       API allows with it. In the most basic case, this would be a
> >       simple fill() operation, but as you can see from the osgPango
> >       screenshots: http://www.jeremymoles.com/osgPango , a lot of
> >       interesting things can be done when you have a vectorized
> >       path of a glyph. :)
> >
> > Don't misunderstand me though: osgPango isn't going anywhere! The layout
> > support alone provided by osgPango is incredible, and it is able to
> > provide additional information to the rasterizer for higher quality
> > fonts (it also supports more than just Freetype; Atsui and the Windows
> > font backend, for example). It also understands just about every
> > language and locale out there, so text is always positioned properly.
> > But I would like to at least like to pose the idea of using Cairo as the
> > rasterizer, or at least providing a plugin (since it is the freetype
> > plugin in the osgPlugins directory that actually is responsible for
> > building the glyph atlas) to do this.
> >
> > -----------------------------------------------------------------------
> >
> > I TRULY feel like if we can get this UI stuff under control (which is
> > why I started working on osgWidget, osgCairo, osgPango) we can
> > absolutely establish OSG as the premiere OpenGL toolkit. Hopefully I can
> > make enough strides in this area in my freetime so that one day I can do
> > it FULL TIME for a living. :) If anyone is familiar with Scaleform (and
> > if you've played any games made in the last 5 years, you can't have
> > missed it), something of that visual quality and style is what I
> > envision for OSG one day (minus the Flash absurdity)...
> >
> >
> > _______________________________________________
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> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
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