I was just thinking the same thing. :) Labels too.

Glenn Waldron / Pelican Mapping / @glennwaldron


On Fri, Aug 5, 2011 at 2:56 AM, J.P. Delport <[email protected]> wrote:

> Hi Jeremy,
>
> if this could be combined with osgEarth it would be very cool for overlays.
>
> rgds
> jp
>
>
> On 04/08/2011 21:23, Jeremy Moles wrote:
>
>> NVidia recently added an extension to their 275+ series of drivers
>> called "GL_NV_path_rendering." This turns path (sometimes called vector
>> graphics) rendering into first class drawables in OpenGL. Honestly, it's
>> one of the coolest things I've seen in a while, and naturally--given my
>> interest in OpenGL UIs--I began researching it and putting together a
>> NodeKit for OSG.
>>
>> You can find it (in its infancy) here:
>>
>> http://osgnvpr.googlecode.com
>>
>> Run the example thusly:
>>
>>        # osgnvprviewer
>>        # osgnvprviewer --perspective
>>
>> ..and notice how that no matter what the resolution, scale, or
>> projection, the objects are rendered clear and crisp. There is also
>> support for glyphs inside of GL_NV_path_rendering, so I will very soon
>> be adding support for this style of text rendering into osgPango (and
>> possible, osgText::TextNode).
>>
>> I've only just begun exploring this, and I'm mainly sending this e-mail
>> to see if there is any professional interest in seeing this NodeKit
>> mature in a timely fashion. I don't know if this is outside the
>> allowable etiquette of the lists, but in full disclosure I'm looking to
>> fill some free time by seeking funding for development of by those who
>> would not only use these features but could benefit from being able to
>> influence their development and pace! If this is inappropriate for the
>> lists, just let me know and I'll be sure and keep my peddling to a
>> minimum from here on out. :)
>>
>> At any rate, I'll continue to work on osgNVPR regardless, alongside
>> devleopment of osgCairo/Pango/Widget and the recent TextNode submission.
>> (Can you see a pattern here? All OSG interface development tools...)
>>
>> Some notes:
>>
>>        - NV_path_rendering introduces a new kind of rendering "style" for
>> its
>> path objects. This doesn't map 1:1 to any existing usage of
>> osg::Drawable, though I am able to "hijack" the compileGLObjects()
>> method to get what I need. :)
>>
>>        - BoundingBoxes are calculated with an extension call, but in order
>> to
>> use the extension I need a contextID (provided via either a State object
>> or RenderInfo object). Unfortunately, these are difficult to "get to" at
>> times, so CameraManipulators cannot properly determine a home position
>> unless the Path has been compiled.
>>
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>>
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