On Fri, 2011-08-05 at 17:15 +0200, Cedric Pinson wrote:
> Hi,
> The alternative would be distance map. It works really well.

Yeah. I recently added a DistanceFieldFont object to osgPango, though it
still needs some tweaking--particularly with regards to when the glyph
is resized smaller than the texture; larger always looks great. :)

> Cedric
> 
> On Fri, 2011-08-05 at 08:48 -0400, Glenn Waldron wrote:
> > 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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> >                 [email protected]
> >                 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >                 
> >         
> >         
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