Hi
>Would using OSGPango for text help with this,
Yes, I would recommend to use http://code.google.com/p/osgpango/ ( based on
http://code.google.com/p/osgcairo/ )
by Jeremy Moles, at least it gives best results I seen and it is not
difficult to use ( there examples there ).
Regards
Sergey
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A quick thing to test is setting the resolution of the font texture being used
osgText::Text setFontResolution
Like you where thinking, at the moment your font is being generated as a
texture at a certain resolution, you are then scaling it when rendering causing
mipmapping, multi sampling etc
Hi Jesper,
I've already integrated OSG and AGG (Anti-grained geometry library) to make
use of the latter's 2D drawing ability. AGG can draw nice antialiased
shapes and texts with very high quality AFAIK, so maybe you would like to
have a look at it and see if it could benefit your work.
You may d
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