> > Are there other settings that I should try to tweak?
> 
> You could try to increase the pixel size of the rendered characters.  
> By default, the characters are 46 pixels high, which should be  
> enough, but you can anyway try to set a higher size:
> 
> OSG::TextTXFParam txfParam;
> txfParam.size = 46;
> OSG::TextTXFFace *face = OSG::TextTXFFace::create("Arial",  
> OSG::TextFace::STYLE_PLAIN, txfParam);
> if (face == 0)
>    ; // error handling
> 
> Another problem could be z buffer flattering, because you are putting  
> a geometry behind the text, which is always dangerous.

I tried various character sizes and texture filtering settings, but the
text rendering quality is not as good as I want it to be. If the letters
are large, they look really nice. But small letters are barely readable.

Maybe I should use glbitmap fonts, since my annotations are screen
aligned anyway. The node core Experimental/Text/OSGScreenAlignedText
basically offers what I need. However, font bitmaps starting outside
of the viewport are clipped. :(

There is a workaround to avoid glbitmap clipping in 2D: 
http://graphics.ethz.ch/Downloads/Documents/OpenGL_pitfalls.pdf
Chapter 9

But I can't figure out a suitable workaround for glRasterPos3f in 
ScreenAlignedText::drawPrimitves(...)

Any ideas?

Moritz


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