On 2/26/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
On 2/25/07, Bruno Fanini <[EMAIL PROTECTED]> wrote:
> Hi Robert & others,
>
> It seems I spotted the problem!! it was that line:
>
> _mySceneView->setGlobalStateSet( my_global_stateset.get()
> );
>
> that casused rendering issues on Label sub
On 2/25/07, Bruno Fanini <[EMAIL PROTECTED]> wrote:
Hi Robert & others,
It seems I spotted the problem!! it was that line:
_mySceneView->setGlobalStateSet( my_global_stateset.get()
);
that casused rendering issues on Label sub-Node, changing it to:
_myRootNode->setStateSet( my_global_stateset
Hi Robert & others,
It seems I spotted the problem!! it was that line:
_mySceneView->setGlobalStateSet( my_global_stateset.get() );
that casused rendering issues on Label sub-Node, changing it to:
_myRootNode->setStateSet( my_global_stateset.get() );
Worked!!!
Now I'm wondering why setGlobal
Hi Bruno,
It looks like blending isn't on, are you disabling it? Is the terrain
put in the transparent bin?
W.r.t resources, each text label will reuse the same Font data and
associated textures so having lots of labels doesn't not mean that
you'll hit serious memory issues.
Robert.
On 2/25/0
23, 2007 9:53 AM
To: osg users
Subject: Re: [osg-users] osgText: font aliasing issue
Hi Mike,
Interesting observation. Increasing the quad size of the characters
is easy to do, and will just add a little fill rate overhead so is
probably a better solution than enabling polygon smoothing that won&
007 9:53 AM
> To: osg users
> Subject: Re: [osg-users] osgText: font aliasing issue
>
> Hi Mike,
>
> Interesting observation. Increasing the quad size of the characters
> is easy to do, and will just add a little fill rate overhead so is
> probably a better solution tha
sers-
> [EMAIL PROTECTED] On Behalf Of J.P. Delport
> Sent: Friday, February 23, 2007 2:47 AM
> To: osg users
> Subject: Re: [osg-users] osgText: font aliasing issue
>
> Hi,
>
> I had also some troubles with fonts and no matter what I set the
> fontresolution at, I got
uary 23, 2007 2:47 AM
> To: osg users
> Subject: Re: [osg-users] osgText: font aliasing issue
>
> Hi,
>
> I had also some troubles with fonts and no matter what I set the
> fontresolution at, I got characters that sometimes looked clipped
(some
> at top, some bottom...). Sometimes
Hi J.P.
I sounds like aliasing is an issue for you, or perhaps you have set
AlphaFunc or blending up in a way that affects text. Beyond this I
can't really say because I haven't observered the same problems.
Robert.
On 2/23/07, J.P. Delport <[EMAIL PROTECTED]> wrote:
Hi,
I had also some trou
Hi,
I had also some troubles with fonts and no matter what I set the
fontresolution at, I got characters that sometimes looked clipped (some
at top, some bottom...). Sometimes even the same character was clipped
in different ways when places at different positions.
What fixed it for me was to use
Hi Bruno.
Try text->setFontResolution(120,120);
Robert.
On 2/22/07, Bruno Fanini <[EMAIL PROTECTED]> wrote:
I'm still having these issues.
It's not related to font resolution, I tried the exact settings of osgText
examples, the issue is about aliasing.
In the first post of this thread there a
I'm still having these issues.
It's not related to font resolution, I tried the exact settings of osgText
examples, the issue is about aliasing.
In the first post of this thread there are 2 screenshots, it's clear how
black arrows (it's a character) are blocky and also the 'a' - for example -
is
On 2/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Bruno,
The clue to the solution is in the line:
Label.get()->setFontResolution(40,40);
Forgot to mention, ref_ptr is a smart pointer, you can often treat it
just like a normal C pointer so the above doesn't need the get() to
return a
Hi Bruno,
The clue to the solution is in the line:
Label.get()->setFontResolution(40,40);
FontResolution What you should aim for is for the FontResolution
to be roughly the
same as the number of pixels in size that you text will be on screen.
So if you have
been characters then use big fo
14 matches
Mail list logo