Thanks for the response Farshid. That's pretty much where I've got to. It turns out pretty well until I get to small sizes, and for some reason, and then it looks like changing the resolution affects the size of the text.
It wasn't really what I expected. This was in 1.0, I haven't tried with 1.1 code. Maybe there's a way to do something like a mipmap-type deal where the appropriate font texture would be selected based on the actual pixels rendered. Kenny -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Farshid Lashkari Sent: Thursday, August 10, 2006 5:13 PM To: osg users Subject: Re: [osg-users] osgText and resolution Hi Kenny, I do the following and I get almost perfect resolution. For example if I wanted 16 pt font text: text->setCharacterSize(16); text->setFontResolution(16,16); For this to work the orthographic width/height of your HUD needs to be the same as the width/height of your window. So if you are running fullscreen with resolution 1280x1024 then you would do: hud->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); Hope this helps -Farshid On 8/10/06, Kenny Chang <[EMAIL PROTECTED]> wrote: > Hi, > > What is the right way to set the osgText size and resolution to match > the physical pixels on the screen. I've struggled with this a little > with marginal success, maybe there's an archive thread that someone > can point me to? > > Thanks! > Kenny > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
