Hi Josh,

A Quadro shouldn't have problems with texture subloading, NVidia
drivers are normally pretty good, but perhaps the one you are using is
not great.  Trying other machines even if they aren't your target
would help as a sanity test.

One thing you could try is to disable the subloading that is used by
default.  If you set the env var OSG_TEXT_INCREMENTAL_SUBLOADING to
OFF then osgText will downoad all the glyphs together rather than
incrementally subloading them.   To see how this works look at the
GlyphTexture implementation found in src/osgText/Glyph.cpp (have a
look at the GlyphTexture::apply(..) implementation.

Another area that might be of influence could be disable the
mipmapping as the driver might have a buggy generate mipmap
implementation.  When you set up the osgText::Font set the
Font::setMinFilterHint(..) to osg::Texture::LINEAR i.e.
font->setMinFilterHint(osg::Texture::LINEAR);

Robert.

On 9 April 2014 19:54, Josh Hamell <[email protected]> wrote:
> Hi Robert,
>
> Thank you for your response.
>
> I've used OSG a few different projects now, and I agree, this is bizarre.
>
> We're using homogeneous, fairly locked down machines.  All are:
> OS: Win 8.1 Pro 64
> Card: Quadro K5100M
>
> It seems I can hack it by initially setting a text drawable which contains 
> *every* character (or at least the limited ASCII set for now), then setting 
> it back to empty, before adding it to the scene graph.  I'm yet unsure 
> whether the sufficient piece is to add this for *just* the first drawable, or 
> apply this for all added text drawables.  I'll continue to debug.
>
> Running OSG as part of OsgEarth, if that makes a difference.  Our first pass 
> was to add raw osg::Geometry, Transforms, Text, Image etc to the scenegraph 
> before looking at what the OsgEarth-specific Features/Symbols/Annotations 
> offered.
>
> I've tried it both by having the text nodes share the same font instance, or 
> each explicitly loading their own (same font name).  Seems to make no 
> difference.
>
> Thanks,
> Josh
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=58861#58861
>
>
>
>
>
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