Revisiting this problem,
I have been using the Experimental/Text classes in order to get a prototype
up and running. Now that that is done I have some serious text issues. The
texture font that the "experimental" supports is very inflexible, biggest
problem stuck with white text in a single size. I have generated and
downloaded serveral .txf files and it seems it can only load the test.txf
file that is in the experimental/text directory.
I have also tried a few different methods with no good results:
1.) Attempted to expand the source that is in the Experimental/Text
directory. Particularly the TTFont stuff. It just seems to refuse to load
any ttf files.
2.) Began looking into building the extruded/poly fonts in the way that
FTGL had done that. I ran into alot of problems with generating the
GeometryPtrs.
3.) Went back to my FreeType2 OpenGL code and tried to implement that
into the CubesPtr stuff. Problem this time, OpenSG will render anything as
far as a OpenGL primative (triangles, quads, etc.) but once I place the
calls to FreeType2, no more rendering to the screen.
4.) Of course I also tried just using OpenGL code directly in my app
itself. And I followed the model that is in the OpenGL slave tutorial. The
only thing that I left out was the GLUT and SimpleSceneManager stuff (as I
mentioned earlier I am running in VRJuggler so there is neither of these
things).
Bottomline: Help!!!
If anyone has any example code of a way that they have gotten text (texture,
poly, extruded, outline, or anything) to work please send a snippet of it.
The main purpose is to display text of different sizes, colors, and styles
in the stereoscopic (3 screened CAVE) environment (mostly for labeling,
etc). Even if an example of OpenGL being called without SimpleSceneManager
and GLUT calls is available that would be beneficial. Again any help would
be great at this point.
Looking for a way out of this hole,
--Jim
----- Original Message -----
From: "Jan Wurster" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, July 08, 2004 1:29 PM
Subject: Re: [Opensg-users] OpenSG and FreeType2
> Hi Dirk,
>
> Dirk Reiners wrote:
>
> > In general, if you don't have to have geometry, I very much prefer
> > texture text. It antialiases better, and it's significantly faster to
> > render. Just a comment.
>
> That's true of course - I'd never think of using poly or extruded text
> if I'd be rendering type for a HUD on a screen environment or the like.
>
> However, in an immersive/stereoscopic environment, with text displayed
> anywhere and at every possible angle, a label for instance seems to be
> better readable if it's extruded. Of course one is creating a lot of
> 'unneeded' geometry, but from a user interface point of view, it seems
> to make sense. With big tri budgets on current hardware, the extra
> thousand triangles here or there doesn't seem to matter much as well ;)
>
> Another point being that I did have tons of problems rendering glyphs
> to a single big texture and using chunks of that to generate textured
> text displays - however that was with Performer, actually ;) I'll have a
> go at this once I get around to it.
>
> Best regards,
> -.jan.-
>
> --
> Jan Wurster :: developer
>
> IC:IDO GmbH :: Jurastr. 8 :: 70565 Stuttgart :: Germany
> http://www.icido.de :: phone +49 711 27 303 163
>
>
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