Hi Robert,

you are right. I do not like this "solution" either. I think I have to look 
deeper inside the osgText::Text.cpp, because the dirty textures only happen, if 
you change the text.
I have two text nodes added to an object, one changes its text, the other does 
not. The first one gets "more dirty" over time, the second stays clean. :( 
If I change the fragment shader to 
Code:
gl_FragColor.rgb *= TextureColor.a;

 I get perfect letters in black boxes. 
Are the glyph textures mipmaped? Maybe it is an alpha-mipmap problem?

Thanks!
Tim.

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