Can you send me an example showing this? I can probably fix the problem right up when I see the code.
However, unless you've got some FFP blending setup elsewhere in your scene, I'm having a hard time imagining what could be wrong... On Fri, 2011-05-27 at 23:46 +0400, Sergey Kurdakov wrote: > Hi, > > I use osgPango to render text ( latest version from svn ). > > > from what I got from code, first glyphs are rendered to layers, then > default shader puts > everything into frontbuffer ( default is frag1 shader - which I > use ). > > > However - due to use of alpha in shader the text looks somewhat not > very crisp > ( some parts of letters appear as if they have some alpha ( I render > above alpha texture but with osgPango node > with blend option switched off - but still shader takes it into > account) > > > from shader generator baseFragmentHeader(unsigned int num) > > > there is a statement > > > return vec4(c.rgb * t.a, t.a); > > > so - naturally alpha is present in output pixel. > > > Replacing the string > > > to > > > return vec4(c.rgb, t.a); > > > does not change much. > > > but > > > return vec4(c.rgb , 1.0 ); > > > renders everything outside letters with black ( so instead of text - > filled rectangles ). > > > now, maybe I miss something simple > but how to filter > alpha so that > I have less fuzzy letters and also do not produce non needed > artifacts. > > > > > Regards > Sergey > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org