Hi Bob,

The performance of creating the labels is an oddity, 5000 labels is quite a
few but surprised it's taking that long.  I don't have any suggestions as
to what is causing things to be so long.

For the type of task you have a general purpose text class like
osgText::Text will not be the most efficient way to implement what you
need.  It will be possible to implement it with custom shaders and
osg::Geometry and use the osgText::Font to provide the Texture.  You can do
a lot of text setup in vertex shader, and even look up glyph coords in the
vertex shader and map an index value to all the glyphs required.

The custom approach will be really light weight but it requires more
knowledge of shaders and how to set everything up in the scene graph, so
it'll be a lot more work.

The most effective use of your time would probably be to profile your
application when it's setting up the text, there could be something
happening that is cause a big bottleneck.  If it turns out the bottleneck
is within the OSG then creating an example that illustrates the bottleneck
would be useful as it'll enable others to try it out and provide insight to
what could be done differently.

Cheers,
Robert.

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