instantreality 1.0

Component:
Text
Status:
fully implemented
Structure type:
concrete
Standard:
Avalon

PixelText

A special kind of text geometry where there is a texture that contains all letters of the alphabet and a rectangular geometry for each letter of the text where the corresponding part from the texture is mapped onto. This kind of text is very efficient, but has a low visual quality.

Inheritance

Code

XML encoding
<PixelText logFeature=''
optimizationMode='auto'
invalidateVolume='FALSE'
normalUpdateMode='nice'
cacheMode='auto'
multiResolutionLevel='1'
resolution='1'
maxExtent='0.0'
length=''
string=''
lit='TRUE'
solid='FALSE'
textureWidth='0'
glyphGap='1'
glyphSize='46'
characters=''
 />
Classic encoding
PixelText {
	logFeature [""]
	optimizationMode ["auto"]
	invalidateVolume FALSE
	normalUpdateMode "nice"
	cacheMode "auto"
	multiResolutionLevel 1
	resolution 1
	maxExtent 0.0
	length []
	string [""]
	lit TRUE
	solid FALSE
	textureWidth 0
	glyphGap 1
	glyphSize 46
	characters ""
}

Interface

Filter: X3D only | Avalon only | All
id Name DataType PartType Default ValueType Description
SFString characters SFString initializeOnly The characters contained in the texture. By default, all printable ASCII characters are contained in the texture. When you know that you only need a subset of characters, or when you need non-ASCII characters, you have to specify the characters yourself using this field. Tip: Duplicates are automatically removed from the string, i.e. when you want to write the text "game over", you can use the same string for the characters field and you get a texture that contains the characters " aegmorv".
SFInt32 glyphSize SFInt32 initializeOnly 46 The height of the characters in pixels in the texture. The larger this value is, the better the visual appearance of the characters gets, but you also need more texture memory.
SFInt32 glyphGap SFInt32 initializeOnly 1 The number of pixels that are put between adjacent characters in the texture. Increase this number when you use bilinear filtering for the texture and get problems with characters bleeding into their neighbouring characters.
SFInt32 textureWidth SFInt32 initializeOnly 0 The width of the texture in pixels. By default, this value is 0, which means that the width of the texture is automatically determined. This parameter is rarely used.
SFBool lit SFBool initializeOnly TRUE Specifies whether to enable/disable lighting the geometry. TRUE enables lighting, FALSE disables lighting.
SFFloat resolution SFFloat inputOutput 1 factor for subdivision of mesh
SFInt32 multiResolutionLevel SFInt32 initializeOnly 1 resolution level in progressive mesh
SFBool invalidateVolume SFBool inputOutput FALSE set volume invalid
SFString normalUpdateMode SFString initializeOnly nice none; fast; nice force update of normals; nice update is with creaseAngle, fast is without
SFString cacheMode SFString initializeOnly auto auto; dlist; vbo; off controls the creation of geo cache objects; auto is vbo or dlist for dynamic objects
MFString optimizationMode MFString inputOutput auto auto; all, none, sharedVertex; stripFan; vertexResort; reduceIndexSize; singleIndex optimization mode settings; used leading +/- to switch modes on and off
MFString logFeature MFString inputOutput state, child, parent, route, eventIn, eventOut controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything