Re: [osg-users] Antialiasing Text

2017-02-07 Thread Roko Talk
Hey Glenn, thank you for your answer : ) - Sadly it barely help, more or less it doesn't help at all : ( The fonts still consist of several colors (white and light grays if I specify white as the color). How come this is so hard to solve, I think I must do something wrong, because, it does

Re: [osg-users] Antialiasing Text

2017-02-07 Thread Glenn Waldron
Try increasing the texture resolution with osgText::Text::setFontResolution(). Glenn Waldron On Tue, Feb 7, 2017 at 5:01 PM, Roko Talk wrote: > Hi guys, > > anyone an idea how I could apply the authors solution without specifying > the font? > > I just try to have 2D

Re: [osg-users] Antialiasing Text

2017-02-07 Thread Roko Talk
Hi guys, anyone an idea how I could apply the authors solution without specifying the font? I just try to have 2D text on top of everything, which should not change it's screen size. (<-- "setCharacterSizeMode(osgText::Text::OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT)")

[osg-users] Examples Not Responding; Windows 10 x64

2017-02-07 Thread S Senften
I've been struggling for the past day to get OSG built (off the master branch) and running on a Windows 10 system running a GeForce GTX 980 (version 376.19) using Visual Studio 2015 building x64. I've been walking through the document at

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2017-02-07 Thread Sina Niemeyer
Hi, i got the same Error: "GL3: Non-GL3 version number: 1.0", Failed to load libEGLd.dll (Couldn't find module), class QWindowsEGLStaticContext [...]: Faile to load and resolve libEGL functions" As you suggested I built OSG again, disabling all OSG_GL_XXX_AVAILABLE, disabling OSG_USE_QT (I

[osg-users] TerrainProfile of a Region?

2017-02-07 Thread Anthony Arnold
Hi, I'm trying to get the min/max elevation of an osgEarth MapNode for a given region, by specifying the NE, SE, NW, SW corners. Looking at osgEarthUtil::TerrainProfileCalculator I can see that it's using the ElevationSlice class, which uses a PlaneIntersector to get all of the terrain points