Can you send me an example showing this? I can probably fix the problem
right up when I see the code.
However, unless you've got some FFP blending setup elsewhere in your
scene, I'm having a hard time imagining what could be wrong...
On Fri, 2011-05-27 at 23:46 +0400, Sergey Kurdakov wrote:
Hi,
I use osgPango to render text ( latest version from svn ).
from what I got from code, first glyphs are rendered to layers, then
default shader puts
everything into frontbuffer ( default is frag1 shader - which I
use ).
However - due to use of alpha in shader the text looks somewhat not
very crisp
( some parts of letters appear as if they have some alpha ( I render
above alpha texture but with osgPango node
with blend option switched off - but still shader takes it into
account)
from shader generator baseFragmentHeader(unsigned int num)
there is a statement
return vec4(c.rgb * t.a, t.a);
so - naturally alpha is present in output pixel.
Replacing the string
to
return vec4(c.rgb, t.a);
does not change much.
but
return vec4(c.rgb , 1.0 );
renders everything outside letters with black ( so instead of text -
filled rectangles ).
now, maybe I miss something simple
but how to filter
alpha so that
I have less fuzzy letters and also do not produce non needed
artifacts.
Regards
Sergey
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