[PD] [gem] rotate a text
IOhannes m zmoelnig
zmoelnig at iem.at
Mon Sep 26 11:58:19 CEST 2005
Georg Holzmann wrote:
>> i can't see why there should be a problem. could you send an example?
> attached - but I just noticed, that this is a problem of [text2d], with
> [text3d] it is working ... but [text3d] has no anit-aliasing stuff ...
> mabe I such simply add this to [text3d] ...
no it's not that simple, since anti-aliasing is an option to the rasterizer.
[text2d] uses bitmapped/pixmapped fonts: the rasterizer is basically
within the text2d-object, therefore you can anti-alias the font in
there. otoh, a lot of opengl-manipulations (like rotate, translateZ)
will not work because of this.
[text3d] converts the fonts into polygons, which can be manipulated like
anything else. however, there is no point in doing "anti-aliasing" as
long as you are in the vector-domain.
you have 2 options:
1) enable anti-aliasing for the entire screen (FSAA)
2) use [polygon_smooth] before [text3d] to enable a kind of
anti-aliasing for just that object.
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