Realtime shaders - drawing lines and text 2004-03-04 - By Homam Bahnassi
Back Real-time shaders are a great candidate for this... And it should be fairly easy to do it considering the samples provided with the SDK. Note that real-time shaders operate on a per-material basis, and might get called multiple times for all objects using that material. Still, this can be solved easily. For text output, unfortunately I can't help much with OGL, but looks like the scenario is pretty the same with D3D (which we're using). We just use textured quads that contain characters sampled from a "font" texture. For simplicity, the font is monospace, so the calculations are speedy.
Lines on the other hand, are easy and directly supported by the 3D API, still, if you need fancy line capabilities (width, capping...etc), you're back to simulating them with triangles...
I hope this helps, Homam Bahnassi 3D Supervisor In|Framez
> -- --Original Message-- -- > From: Felix Gebhardt > [mailto:gebhardt@(protected)] > Sent: Wednesday, March 03, 2004 8:05 PM > To: XSI@(protected) > Subject: Realtime shaders - drawing lines and > text > > I'm in the need to dynamically draw lines and > positioned text into the > viewport. Something like the normals display of > the > User_Normal_Editing.Addon and the name that gets > displayed if one activates > the "Name" checkbox in the Camera_Visibility > Attributes. Realtime shaders > seem like an option!? > > Anyone cares to share some hints and directions > about what library to use > and what to look for? Is it possible to use Glut > as I can't find any font > rendering in GLExt? Any other possibilities or > ideas?
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