jit.gl.multiple & jit.gl.text2d

    Feb 18 2010 | 8:26 pm
    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.

    • Feb 18 2010 | 10:03 pm
      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.
    • Feb 18 2010 | 11:17 pm
      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.
    • Feb 19 2010 | 1:14 am
      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.