A quick thing to test is setting the resolution of the font texture being used
osgText::Text setFontResolution Like you where thinking, at the moment your font is being generated as a texture at a certain resolution, you are then scaling it when rendering causing mipmapping, multi sampling etc to effect it. So make it the resolution you would expect to see on screen, and if you have it bang on you can also disable mipmapping on the font font->setMinFilterHint(osg::Texture::NEAREST); font->setMagFilterHint(osg::Texture::NEAREST); Be aware though you will need a font texture per resolution you set so can become quite memory hungry. Wangs suggestion will probably give beter looking results, but the above is pretty easy to test. Tom ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53068#53068 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

