[GEM-dev] anti-aliased [text3d]

IOhannes m zmölnig zmoelnig at iem.at
Mon Apr 14 15:40:15 CEST 2014


i've just committed an updated version of [text3d] that has a kind of
anti-aliasing built-in.

it uses textures internally. the size of the texture (and thus the
bluriness) can be controlled via the (revived) [precision( message.

the drawback is, that since the glyphs are textures, you cannot apply a
texture on the text anymore (e.g. using [pix_texture]).
since in older versions of Gem the texture was applied on each character
rather than on the entire text, i think the usefulness of this feature
was debatable.

in any case, you can get back to the original behaviour (with the ugly
rendering) by sending an [alias 0( message (or actually an [antialias 0(
message, which is the same).

let me know, whether this change breaks any patches.

fmdasr
IOhannes

PS: due to a bug in FTGL, the new object will eventually crash pd/Gem if
you chose a very high fontsize or precision (actually,
fontsize*precision is the value that matters) and your openGL
implementation has a limited texture size. i've submitted a bugreport to
the debian package of FTGL that fixes the problem.

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