Comments on the new TextRenderer

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Comments on the new TextRenderer

Lucan1d
I am having a look at the new TextRenderer that's part of the new resolution independent curve rendering technology in JOGL 2.

I am impressed, it looks great and has a lot of potential.  I wonder though if it will eventually possible to have the renderer automatically set the texture size as "guessing" the correct value is proving difficult for me.  The main issue seems to be the uneven distribution of font weight and trying to resolve that.  Also, it would be great if the crispness of the text for very small fonts could somehow be improved but I suppose that would improve if the texture size was appropriately configured.

So if these issues could be addressed then this is kick-ass technology in the making and a great reason to use JOGL.  Keep up the fantastic work guys!

Cheers,

-Luc
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Re: Comments on the new TextRenderer

Sven Gothel
Administrator
On Thursday, September 22, 2011 06:01:51 AM Lucan1d [via jogamp] wrote:

>
> I am having a look at the new TextRenderer that's part of the new resolution
> independent curve rendering technology in JOGL 2.
>
> I am impressed, it looks great and has a lot of potential.  I wonder though
> if it will eventually possible to have the renderer automatically set the
> texture size as "guessing" the correct value is proving difficult for me.
> The main issue seems to be the uneven distribution of font weight and trying
> to resolve that.  Also, it would be great if the crispness of the text for
> very small fonts could somehow be improved but I suppose that would improve
> if the texture size was appropriately configured.
Yes, we know it. Rami will fix the math for the 2-pass renderer, yup.

The font stuff you mentioned, indeed we need somehow translate
the girdbased rendering attributes to our NURBS based technique.

Maybe somebody with more font knowledge can cooperate here ?

>
> So if these issues could be addressed then this is kick-ass technology in
> the making and a great reason to use JOGL.
Oh, dont't forget the UI, NURBS and the new tesselator:)

Indeed, we also look for more participants for the new UI.

> Keep up the fantastic work guys!
Thank you.

>
> Cheers,
>
> -Luc
>
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Re: Comments on the new TextRenderer

Lucan1d
You mentioned UI, so what's happening with JOGL and UI?

-Luc
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Re: Comments on the new TextRenderer

Sven Gothel
Administrator
On Thursday, September 22, 2011 09:51:19 PM Lucan1d [via jogamp] wrote:
>
> You mentioned UI, so what's happening with JOGL and UI?

http://jogamp.org/deployment/jogamp-current/jogl-test-applets.html
http://jogamp.org/jogl/www/media/jogl-applet-graph-uiscene01.png

This is using NURBS rendering as well.
UI code is experimental but works (simple picking, and distinction
of GL code and use-case logic (MVC)).

We will enhanced it soon for our cause, a full fledged FPU rendered UI
w/o AWT on all devices (desktop, mobile, ..).

Having a few more people participating while we change the framework
and later for writing UI elements would be awesome.

~Sven

>
> -Luc
>
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Re: Comments on the new TextRenderer

Sven Gothel
Administrator
In reply to this post by Lucan1d
On Thursday, September 22, 2011 10:33:50 PM Sven Gothel wrote:
> On Thursday, September 22, 2011 09:51:19 PM Lucan1d [via jogamp] wrote:
> >
> > You mentioned UI, so what's happening with JOGL and UI?
>
> http://jogamp.org/deployment/jogamp-current/jogl-test-applets.html
> http://jogamp.org/jogl/www/media/jogl-applet-graph-uiscene01.png
>
> This is using NURBS rendering as well.
The GPU based NURBS rendering of our graph package.

> UI code is experimental but works (simple picking, and distinction
> of GL code and use-case logic (MVC)).
>
> We will enhanced it soon for our cause, a full fledged FPU rendered UI
                                                         ^^^
GPU :)

sorry .. to tired :)

> w/o AWT on all devices (desktop, mobile, ..).
>
> Having a few more people participating while we change the framework
> and later for writing UI elements would be awesome.
>
> ~Sven
>
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Re: Comments on the new TextRenderer

rmnoon
The new TextRenderer looks really cool to me (I drooled in the youtube video).  I can't get the webstart demo to work either (running Chrome 15 beta on MacOS 10.7).

In terms of usage: I'd love to use this as overlay text on my existing application.  Is it straightforward to use TextRenderer with GLCanvas / GLJPanel?  I looked through the source and all I could see was that TextRenderer is a Renderer object with its own drawing callbacks.  I wasn't sure how I'd integrate that with what I have already.

Thanks!