Re: [GEM-dev] anti-aliased [text3d]

2014-04-17 Thread puredata

egregore looks good and perform very nicely on my HD 4000. well done!

searching for HD 4000 antialising I found this post:
https://communities.intel.com/thread/31912
...
Intel graphics built into the last two generations support MSAA (2x,4x,8x).
...

I think Gem supports FSAA, but not MSAA?
à+

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Re: [GEM-dev] anti-aliased [text3d]

2014-04-17 Thread Cyrille Henry

i fill a feature request for MSAA suport!
c

Le 18/04/2014 04:47, pured...@11h11.com a écrit :


egregore looks good and perform very nicely on my HD 4000. well done!

searching for HD 4000 antialising I found this post:
https://communities.intel.com/thread/31912
...
Intel graphics built into the last two generations support MSAA (2x,4x,8x).
...

I think Gem supports FSAA, but not MSAA?
à+

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Re: [GEM-dev] anti-aliased [text3d]

2014-04-16 Thread Cyrille Henry



Le 16/04/2014 11:49, Jack a écrit :


  but i would prefer if we could use the antialiased version as the
  default (as i expect it to be more useful in general).

Hmm, people who used to use FSAA message to manage antialiasing for their 
fonts, will have something different in the 3D scene. And people who applied 
texture on their fonts, won't be able to apply them.
So for me it is important to have [antialias 0( as default.


I think text3d was so ugly without anti-aliasing that it was almost not usable.
and i dont mind breaking few patch for the better.

but if it cause to much trouble, maybe text3d can be renamed in 3dtext (or 
somthing else), and a text3d abstraction can be made for compatibility with old 
patch.

cheers
c

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Re: [GEM-dev] anti-aliased [text3d]

2014-04-16 Thread IOhannes m zmölnig
On 04/16/2014 11:49 AM, Jack wrote:
  if so, then i guess it's a bug.
 I don't know, it was just a guess.
 What is the behavior of precision on antialiasing then ?
 


it's not a real anti-alias. it's rendering the font onto a texture of
a given size (evtl. rather small) and then scaling the texture to your
needs.
so the bluriness does not depend on the window size.

attached is a snapshot of two Gem windows displying text at
precision=0.1, the left one is 250x250, the right one 500x500. the
text on the small screen is [scale 2]d to have the same size as on the
big screen. as you can see, they look the same.

fgdsar
IOhannes
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Re: [GEM-dev] anti-aliased [text3d]

2014-04-15 Thread IOhannes m zmölnig
On 04/15/2014 10:27 AM, Philippe Boisnard wrote:
 Hello IOhannes

hi philippe.
please always answer via the list (unless your answer is indeed private).

 
 White can I find this new version of text3d ? 
 

it's currently only in the git version of Gem.
no binaries yet.

attached is a screenshot of how it looks like (compared to the old [text3d])


fmrdsa
IOhannes
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Re: [GEM-dev] anti-aliased [text3d]

2014-04-15 Thread Jack

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Hash: SHA1

Le 14/04/2014 15:40, IOhannes m zmölnig a écrit :
 i've just committed an updated version of [text3d] that has a kind of
 anti-aliasing built-in.

 it uses textures internally. the size of the texture (and thus the
 bluriness) can be controlled via the (revived) [precision( message.
The precision message depends on the gemwin dimen ?
If precision=1 then the texture size is the size of gemwin ?
If precision=2 then the texture size is the double size of gemwin ?
etc. ?


 the drawback is, that since the glyphs are textures, you cannot apply a
 texture on the text anymore (e.g. using [pix_texture]).
 since in older versions of Gem the texture was applied on each character
 rather than on the entire text, i think the usefulness of this feature
 was debatable.

 in any case, you can get back to the original behaviour (with the ugly
 rendering) by sending an [alias 0( message (or actually an [antialias 0(
 message, which is the same).


 let me know, whether this change breaks any patches.
Why, the default is [antialias 1( ? Should be [antialias 0(, no ?
Because it will break patches...


 fmdasr
 IOhannes

 PS: due to a bug in FTGL, the new object will eventually crash pd/Gem if
 you chose a very high fontsize or precision (actually,
 fontsize*precision is the value that matters) and your openGL
 implementation has a limited texture size. i've submitted a bugreport to
 the debian package of FTGL that fixes the problem.
Yep, crash here with [antialias 93(.
On Ubuntu 13.10, Pd 0.45.0test 2, Gem ver: 0.93.git c68159c
++

Jack






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