In the end I rendered all 255 characters of my chosen annotation
font/style/size into 255 gl bitmaps, then use glBitMap to draw strings on the
fly composing them from the character bitmaps
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14257#1425
Hi Andrew,
On Mon, Jun 15, 2009 at 05:20:15PM +, Andrew Cunningham wrote:
> Any suggestions from those who have been there before??
I had exactly the same problem. I created a texture for each annotation
and mapped each texture on a quad. Good enough for my use case.
Greetings,
Daniel
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Andrew Cunningham wrote:
> Hi Chris,
> Thanks for the suggestion - I am backed into a corner a bit by the need to
> support access via Windows RDC ( remote desktop connection) which works
> quite well for small/medium models but only supports basic OpenGL(1.1?)
> without shaders. Of course I ca
Hi Chris,
Thanks for the suggestion - I am backed into a corner a bit by the need to
support access via Windows RDC ( remote desktop connection) which works quite
well for small/medium models but only supports basic OpenGL(1.1?) without
shaders. Of course I can test for that and use an alternat
Andrew Cunningham wrote:
> Hi,
> I need to label or annotate large numbers of 3D locations with a short label
> like a number. Think possibly 100,000+ locations or nodes (for example,
> represented as small cubes). I naively used osg::Text to create labels and
> ended up consuming 100's of MB o
Hi,
I need to label or annotate large numbers of 3D locations with a short label
like a number. Think possibly 100,000+ locations or nodes (for example,
represented as small cubes). I naively used osg::Text to create labels and
ended up consuming 100's of MB of memory.
This seems like a case w
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