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.
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