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osgPango (Stop Worrying & Love The Bomb)


 
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Jeremy Moles
Guest





PostPosted: Wed Feb 04, 2009 8:15 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
callbacks for the actual "rendering" of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not "smudged" along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. Smile The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. Smile
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).



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Cedric Pinson
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PostPosted: Wed Feb 04, 2009 8:18 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Just awesome !!!!

Jeremy Moles wrote:
Quote:
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
callbacks for the actual "rendering" of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not "smudged" along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. Smile The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. Smile
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).




--
+33 (0) 6 63 20 03 56 Cedric Pinson mailto: http://www.plopbyte.net




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Tomlinson, Gordon
Guest





PostPosted: Wed Feb 04, 2009 8:50 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Looks cool.


Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura



-----Original Message-----
From:
[mailto:] On Behalf Of Jeremy
Moles
Sent: Wednesday, February 04, 2009 3:15 PM
To:
Subject: osgPango (Stop Worrying & Love The Bomb)

Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
callbacks for the actual "rendering" of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not "smudged" along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. Smile The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. Smile
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).


g


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Sukender
Appreciator


Joined: 29 Jan 2009
Posts: 680

PostPosted: Wed Feb 04, 2009 9:56 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Well, I only need basic text features for now, but that really sounds interesting. Maybe in the future?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 04 Feb 2009 21:15:16 +0100, Jeremy Moles <> a écrit:

Quote:
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
callbacks for the actual "rendering" of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not "smudged" along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. Smile The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. Smile
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).





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umituzun84 (Ümit Uzun)
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Joined: 22 Dec 2008
Posts: 162
Location: TURKEY / ANKARA

PostPosted: Thu Feb 05, 2009 1:54 am    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Thanks for your effort Jeremy. These all awesome Smile

2009/2/4 Sukender < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>
Quote:
Well, I only need basic text features for now, but that really sounds interesting. Maybe in the future?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 04 Feb 2009 21:15:16 +0100, Jeremy Moles < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> a écrit:


Quote:
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
callbacks for the actual "rendering" of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not "smudged" along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. Smile

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. Smile The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. Smile
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).

_______________________________________________
osg-users mailing list
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Only registered users can see emails on this board!
Get registred or enter the forums!
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Ümit Uzun

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David Spilling
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PostPosted: Fri Feb 06, 2009 9:20 am    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Jeremy,

Thanks for that. I must admit I am a little bit confused between the various things that have been mentioned for text rendering, and would appreciate a one liner explanation of what the difference between osgPango and osgCairo is. Plus I've seen other libraries mentioned in this context (Poppler?). I guess my question is, in the end, is osgPango meant as a replacement for osgText?

Thanks,

David

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Jeremy Moles
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PostPosted: Mon Feb 09, 2009 2:54 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

On Fri, 2009-02-06 at 09:15 +0000, David Spilling wrote:
Quote:
Jeremy,

Thanks for that. I must admit I am a little bit confused between the
various things that have been mentioned for text rendering, and would
appreciate a one liner explanation of what the difference between
osgPango and osgCairo is. Plus I've seen other libraries mentioned in
this context (Poppler?). I guess my question is, in the end, is
osgPango meant as a replacement for osgText?

osgCairo is just a nodekit for gluing Cairo's vector drawing API onto an
osg::Image object.

osgPango uses Cairo to physically draw the fonts on the textures.

Will it replace osgText? I don't know. I hope so, but it introduces a
dependency on Pango that Robert may not be happy with. Also, there is so
much going on now with OSG that I doubt he'd even bother looking until
sometime a few months from now, at least.

Quote:
Thanks,

David





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Robert Osfield
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PostPosted: Mon Feb 09, 2009 3:26 pm    Post subject:
osgPango (Stop Worrying & Love The Bomb)
Reply with quote

Hi David, Jeremy et. al,

On Mon, Feb 9, 2009 at 2:54 PM, Jeremy Moles <> wrote:
Quote:
Will it replace osgText? I don't know. I hope so, but it introduces a
dependency on Pango that Robert may not be happy with. Also, there is so
much going on now with OSG that I doubt he'd even bother looking until
sometime a few months from now, at least.

I would certainly like to see better text support integrated into core
OSG. Exactly what form this might take I can't say until I spend time
reviewing both the existing code, osgPango and needs of the community.
Having two text libraries doesn't make sense for the community,
having a basic text library with optional components/plugins would be
my preference.

Robert.


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