eight(),
> OSGTEXT_GLYPH_FORMAT, GL_UNSIGNED_BYTE, local_data);
> [...]
> }
>
> Regards,
>
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Tim Hartter
> Sent: April-25-17 7:29 AM
> To: Op
al_data);
[...]
}
Regards,
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Tim Hartter
Sent: April-25-17 7:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Vanishing letters in osg::Text
Setting OSG_TEXT_INCREMENTAL_SUBLOADING to off does n
Setting OSG_TEXT_INCREMENTAL_SUBLOADING to off does not make a difference
and YES it happens on Intel cards (not on Nvidia) (Win 7 OSG 3.4)
Maybe the patched OSG text works better...
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Am 25. April 2017 10:18:21 vorm. schrieb Robert
Hi Robert, sure thing. I created PR
https://github.com/openscenegraph/OpenSceneGraph/pull/251 based on
OpenSceneGraph-3.4 branch (where I made and tested locally last year). Thank
you.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70832#70832
Hi Dan,
Could you post the whole modified file+unified path or PR or your
changes so they can be reviewed w.r.t original code. If there are
changes that might help others then I could check in a patch to the
relevant OSG master/3.2 and 3.4 branches.
Thanks,
Robert.
On 25 April 2017 at 11:18,
Hi,
We used to see this problem a lot. The OSG_TEXT_INCREMENTAL_SUBLOADING advice
did not help. What did help was explicitly setting the GL_TEXTURE_MIN_FILTER
at a slightly different place in osgText/Glyph.cpp.
Around line 373 you'll see a call to glPixelStorei() before the
On 25 April 2017 at 06:34, Wouter Roos wrote:
> I've experienced a similar issue lately where we were running a project on
> lower spec systems with only an integrated GPU. On those systems the frame
> rate would not show properly, having the same issue as described here,
I've experienced a similar issue lately where we were running a project on
lower spec systems with only an integrated GPU. On those systems the frame rate
would not show properly, having the same issue as described here, with some
numbers not showing properly.
I did a test on my laptop, and
On 24 April 2017 at 11:42, Tim Hartter wrote:
> Hi, I commented that line, but it did not make a difference.
> What strikes me as odd is that only some letters disappear in the same text
> node (string)
It's odd for sure. Unfortunately it's the type of problem that really
Hi, I commented that line, but it did not make a difference.
What strikes me as odd is that only some letters disappear in the same text
node (string)
Tim
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Am 24. April 2017 9:25:02 vorm. schrieb Robert Osfield
HI Tim,
On 22 April 2017 at 22:51, Tim Hartter wrote:
> I have been playing around with different settings. Changing the bounding
> box did not solve the problem.
The line I was thinking of that could be a problem was:
pText->setDrawMode(osgText::Text::TEXT |
Hi Robert,
I have been playing around with different settings. Changing the bounding
box did not solve the problem.
Strangely setting a style with depth 0.1 solves the problem if I connect
via Remote Desktop. Not assigning any font solves tge problem completely -
the text is just not pretty
Hi TIm,
It's to know what might be wrong from the description, my best guess
is that it might be some depth buffer resolution issue. Could it be
the filled bounding box that is t fault? Try not enabling this and see
what happens.
Robert.
On 22 April 2017 at 11:18, Tim Hartter
Hi
I'm not really an osg::Text master but my guess is the osg::Text is not mean to
be used with a explicit transparent stateset.
You should try to modify the osgText example in order to diagnoze this and tell
me if my guess is right.
Cheers
Tim Hartter wrote:
> Hello everyone, I have a
Hello everyone, I have a problem with osg::Text()
Some letters seem to vanish with depth (see picture) - the "h" in "This is a label.." is vanishing if the text is further away from the camera.
Do you have any idea what I'm doing wrong?
This is how I draw the text node: (the font does not
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