Robert, Thank you! Your fix checks out; the positioning is now consistent for me in both versions.
Glenn Waldron On Tue, Feb 6, 2018 at 12:59 PM, Robert Osfield <[email protected]> wrote: > Hi Glenn, el. al. > > On 6 February 2018 at 17:42, Robert Osfield <[email protected]> > wrote: > > It looks like I need to decouple the margin from contributing so much > > to the alignment calculation. Not sure yet what the best thing to do > > is. > > What I have done is to change the text bounding box calculation so > that it's only based on the glyph width and height and doesn't take > into account the extra margin used to account for texel sampling. > > In theory the new approach might lead to view frustum culling a text > drawable when a sliver of edge might be visible due to mipmapping > blurring the text out. Outlines may be an issue too. > > What the new approach does it to provide a consistent position now > regardless of the shader technique used. The commit is: > > https://github.com/openscenegraph/OpenSceneGraph/commit/ > 55a45e3c0e2634925a06f1e54877c808e8fc5786 > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

