jit.gl.multiple & jit.gl.text2d

Feb 18, 2010 at 8:26pm

jit.gl.multiple & jit.gl.text2d

I know this is a longshot, but I thought I’d ask. I need to move a lot of letters around onscreen, and I’ve discovered that jit.gl.multiple will work with jit.gl.text2d — I can move around as many instances of it as I need. However, I can only set the text in the main (target) object, and not in the individual instances using a matrix of chars (such as one made in jit.textfile). I imagine this might be because ‘text’ is a message, not an attribute, and may therefore be outright impossible, but I thought I’d ask if anyone had looked into this & perhaps found a way to do it? Suggestions welcome.

Thanks,

M

#48588
Feb 18, 2010 at 10:03pm

Not possible with jit.gl.text2d. Some people make a single large texture with equally spaced characters. Then you can just use textured quads with texture offsets per quad. jit.gl.mesh would be faster than jit.gl.multiple which also doesn’t currently supports texture offsets or scaling.

http://www.google.com/search?q=font+textures

#174728
Feb 18, 2010 at 11:17pm

the very idea of doing that makes my head hurt, especially since I’m integrating the whole thing into PMPD. Plus I’m using dynamic content for the texts. Thanks for the news, though — one tree I don’t have to bark up.

M

#174729
Feb 19, 2010 at 1:14am

Yeah, not easy. Then I’d suggest something like a single jit.gl.text2d @automatic 0, and dumping a coll, banging the jit.gl.text2d once for each piece of text with the appropriate position, size, etc.

#174730

You must be logged in to reply to this topic.