Hi,

I'm using osgText to show vertex numbers. Often enough it's only 0,1,2 for triangles but it can be several hundred thousands of them.

It's never been optimal, I know - and I guess this is the time to do something about it, I will look into an alternative way without osgText. Any suggestions are welcome!

Regards,
Andreas


On 2017-09-08 17:09, Robert Osfield wrote:
Hi Andreas,

I am bit surprised by the extra memory footprint, as I'm currently working on osgText::Text I don't want to start diving into code that may well disappear once my work is complete.  The new osgText::Text implementation relies upon shaders to do outline and shadows rather than multipass and should simplify the internals a bit.  Given this the balance of memory overhead is likely to change.

As a general comment, creating a 150,000 copies of an object is something that raise a red flag - suggesting that you are working around an issue that may well be better solved with a different approach, perhaps not using osgText::Text at all.

Could you explain from a higher level what you are wanting to do with all these text labels?

Robert.


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