Hi Robert,
We have seen issues with some drivers/hardware combinations with texture
subloading, you can disable this in osgText by setting the env var is
OSG_TEXT_INCREMENTAL_SUBLOADING to OFF. Try this and see what happens.
Robert.
On 28 April 2016 at 16:55, Robert Kiser
Hello Mr. Osfield
Yes, it could be a driver issue. I really don't know one way or the other.
As of the moment, I don't have a way of checking this out on another driver. I
will endeavor to find a way to do that, however.
I didn't mean to impugn the reputation of the osgText code. Just
Hi Bob,
It could be a driver issue.
Could you try it out on a system with other graphics, for instance NVidia?
Robert.
On 28 April 2016 at 16:02, Robert Kiser wrote:
> Hello All
>
> I thought I'd add my recent experience to this thread in case it helps get
> to
Hello All
I thought I'd add my recent experience to this thread in case it helps get to
the bottom of this strange behavior.
Like the earlier posters, I was noticing that some of my text (changed from a
callback) was getting dropped (displayed as blanks).
As was suggested earlier, a crude but
Hi Josh,
A Quadro shouldn't have problems with texture subloading, NVidia
drivers are normally pretty good, but perhaps the one you are using is
not great. Trying other machines even if they aren't your target
would help as a sanity test.
One thing you could try is to disable the subloading
Thanks.
The environment variable doesn't change the results, but the latter suggestion
(font-setMinFilterHint(osg::Texture::LINEAR)) does. The text is all
displayed, albeit at a lower visual quality (which I guess should be expected).
Upon further digging, the application wasn't using the
Hi,
First, thanks for the software.
I'm having an issue with osgText::Text instances being added to my scenegraph.
I have markers loaded statically from a config file when the application
begins, and others are populated from a remote simulation.
With the latter, everything is fine if I
An update to the issue since it was first posted. Sorry, I couldn't edit the
post while pending for approval.
The strangest thing happened when I started to change the text of those initial
labels; the displaying osgText instances later loaded only showed characters
which has already been
HI Josh,
The behaviour sounds pretty odd, the osgText library has been in
existence for quite a while and mostly just works without problems.
The biggest variable is likely to be the OpenGL driver, in particular
some OpenGL drivers haven't implemented texture subloading correctly,
I guess there
Hi Robert,
Thank you for your response.
I've used OSG a few different projects now, and I agree, this is bizarre.
We're using homogeneous, fairly locked down machines. All are:
OS: Win 8.1 Pro 64
Card: Quadro K5100M
It seems I can hack it by initially setting a text drawable which contains
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