> From: "Andrew R. Thomas-Cramer" <[EMAIL PROTECTED]>
> > From: "Doug Gehringer" <[EMAIL PROTECTED]>
> > This happens when the size of the texture for the Text2D is larger than the
> > maximum texture size for the graphics card. There is no easy fix. One way
> > would be use a smaller font, whic
> From: Gerd Mueller <[EMAIL PROTECTED]>
> Just an idea: Is it possible to have an object always in front of
> another ? Just like the OrientedShape3D, but I guess there has to
> be a translation somewhere, not only a rotation. That would be
> ideal for the labels. My problem is as follows: I deve
multiplying it by the magnitude of the old position vector.
The result is the new position vector that you need to transform the label
by.
B.D.
>From: Gerd Mueller <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subj
- Original Message -
From: "Doug Gehringer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 17, 2001 12:15 PM
Subject: Re: [JAVA3D] Text3D vs. Texture
> This happens when the size of the texture for the Text2D is larger than the
> maximum t
> > Also some of the Text2D
> > objects show only a white rectangle (even in the Text2DTest example,
> > where the 'Green Italic Text' is a white rectangle).
>
> This happens when the size of the texture for the Text2D is larger than the
> maximum texture size for the graphics card. There is no e
> From: Gerd Mueller <[EMAIL PROTECTED]>
> Wido Wirsam <[EMAIL PROTECTED]> wrote:
>
> > I think for labeling it's better to use the '2d-texture-text' version. But
> > you don't have to generate the text-image by yourself, Java3D does this
> > for you. Take a look at the text2D-class. The readabil
On Tue, 17 Jul 2001 04:35:02 -0700
Wido Wirsam <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I think for labeling it's better to use the '2d-texture-text' version. But
> you don't have to generate the text-image by yourself, Java3D does this
> for you. Take a look at the text2D-class. The readability will
Hi,
I think for labeling it's better to use the '2d-texture-text' version. But
you don't have to generate the text-image by yourself, Java3D does this
for you. Take a look at the text2D-class. The readability will be even
better because you can use antialiasing on the Text2D. But take care
about
Hi,
I've got a lot of objects and each of them has a label created
with a OrientedShape3D. The text of the label could be created
either by a Text3D object or by rectangle with a texture where
the texture is rendered 'online' via a BufferedImage. I would
simply draw the label text into the image.