OSGText Issues: Difference between revisions

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→‎Background: https://sourceforge.net/p/flightgear/mailman/message/37042457/
m (https://sourceforge.net/p/flightgear/mailman/message/36703340/)
m (→‎Background: https://sourceforge.net/p/flightgear/mailman/message/37042457/)
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(The text animation assumes that setting all of emissive/ambient/diffuse/specular works on an osgText, and it no longer does - for some cases we could map the emissive color to the text color, but this would break some other cases…. and text still won’t receive normal lighting in that case)<ref>https://sourceforge.net/p/flightgear/mailman/message/36703340/</ref>
(The text animation assumes that setting all of emissive/ambient/diffuse/specular works on an osgText, and it no longer does - for some cases we could map the emissive color to the text color, but this would break some other cases…. and text still won’t receive normal lighting in that case)<ref>https://sourceforge.net/p/flightgear/mailman/message/36703340/</ref>
== Investigation ==
Fernando has been investigating this for a while now and it has proven to be a lot less trivial that he initially thought. His first approach was to ust transform the osgTexts into EffectGeodes, but this isn't so elegant as the general rules of effects don't apply to animations (we can't use <inherits-from>, model-default doesn't get applied automatically as it isn't considered a model, etc).
Richard said on Discord that another option was creating a Canvas for each text animation, but creating a FBO for every small piece of text doesn't sound very performance-friendly. This is also worsened by the fact that canvas cameras are scene-graph level cameras and are being rendered multiple times (once per viewer slave camera).<ref>https://sourceforge.net/p/flightgear/mailman/message/37042457/</ref>


== References ==
== References ==
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