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/

Reply via email to