quality type in gl

    Jul 22 2009 | 11:50 pm
    Just some advice needed. I'm rendering text using jit.gl.text2d at the moment on screen and the quality of the text seems pretty poor no matter how I set the font or the interp, classic, screenmode settings. I've seen a few patches rendering text from a lcd to a matrix and then using that on a sketch, is the quality any better this way? What's the best way to display typography?

    • Jul 23 2009 | 2:47 am
      Hard to say without a screenshot but preferably a patch. wes
    • Jul 23 2009 | 12:00 pm
      Well I'm speaking generally what's the best way to render text as what I'm using is the same as the text2d help file except I'm placing it on a sketch. Patch is below with a screenshot of how it's rendering on my screen. Improves a little when the sketch is removed and it's scaled up but quality is still not great.
    • Nov 14 2009 | 6:11 pm
      Did you ever find a solution to this?
      I'm a designer and musician working with sound and text and I'm researching this same issue now.
      I want to manipulate text in real time using vectors if possible, and voice-recognition software to speak text and improvise it visually and musically at the same time.
      Any thoughts or solutions would be very welcome.
    • Nov 14 2009 | 6:30 pm
      Not a nice easy solution. I ran into other problems building what I was building and have shelved it for a while but it seemed to come down to small things like not using white text (or black) on a black background (or white if text is black), using 3d text rather than 2d text and then playing with things like blend, fog etc.
      I never investigated bringing vector graphics into max, not sure if it's possible other than through the flash format. For such a small problem it was a pain.
      a+ gar
    • Nov 14 2009 | 6:43 pm
      Thanks for the update. It has to be possible. I'll post here if we come up with something.
    • Nov 14 2009 | 7:23 pm
      Vectorial formats? probably, I'd look at things like SVG, VML, SWF first as these are open in various ways so it's possible people will have developed objects for them rather than Illustrator / Freehand formats. Oh the OBJ format (3D format) is of course sort of vectorial and open and that works in jitter - that could be a way of doing this.
      >I'll post here if we come up with something.
      Please do, I'd be interested.
      a+ gar
    • Nov 14 2009 | 9:59 pm
      double submission.. sorry.. see the next message
    • Nov 14 2009 | 10:04 pm
      OK. Thanks for the suggestions.
      How about getting real time text from something like MacSpeech into Max?
      So I'd wear a Bluetooth mic while performing and speak text directly into the patch, where I'd then manipulate it and the sound together.
      Any thoughts on this?
    • Jan 22 2010 | 6:32 pm
      Still about text's quality.
      I want to apply a slab to the jit.gl.text2d. The quality of this "text-texture" is pretty bad compared to the classic normal way to render a gl.text2d. Why such a difference ? Here's my patch:
      Thanks a lot. Ad.
    • Jan 22 2010 | 7:47 pm
      Just FYI, post the compressed patch in the future. You can find it in the file menu. :)
    • Jan 22 2010 | 7:50 pm
      oups ! Sorry…
    • Jan 22 2010 | 10:08 pm
      Wouldn't it be a "dest_dim" issue ? Unfortunaetly I can't change my jit.gl.text2D's dest_dim………
      I'm pretty lost…………
    • Jan 24 2010 | 3:04 pm
      No one knows about the issue when you want to make a "jit.gl.text2d Texture" ?