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 cacheMode SFString initializeOnly auto auto; dlist; vbo; off controls the creation of geo cache objects; auto is vbo or dlist for dynamic objects
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".
SFNode fontStyle SFNode inputOutput NULL Contains a FontStyle node that describes which font to use for the text.
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 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.
SFBool invalidateVolume SFBool inputOutput FALSE set volume invalid
MFFloat length MFFloat inputOutput Array of length values for each text string in the local coordinate system. Each string is stretched or compressed to fit.
MFVec2f lineBounds MFVec2f outputOnly Limits the length of individual lines of the text. The length is measured in the local coordinate system.
SFBool lit SFBool initializeOnly TRUE Specifies whether to enable/disable lighting the geometry. TRUE enables lighting, FALSE disables lighting.
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
SFFloat maxExtent SFFloat inputOutput 0.0 Limits/compresses all text strings if max string length is longer than maxExtent, as measured in local coordinate system.
SFNode metadata SFNode inputOutput MetadataObject container for payload metadata inside MetadataSet element
SFInt32 multiResolutionLevel SFInt32 initializeOnly 1 resolution level in progressive mesh
SFString normalUpdateMode SFString initializeOnly nice none; fast; nice force update of normals; nice update is with creaseAngle, fast is without
MFString optimizationMode MFString inputOutput auto auto; all, none, sharedVertex; stripFan; vertexResort; reduceIndexSize; singleIndex optimization mode settings; used leading +/- to switch modes on and off
SFFloat resolution SFFloat inputOutput 1 factor for subdivision of mesh
SFBool solid SFBool initializeOnly FALSE Setting "solid" true means draw only one side of polygons (backface culling on), setting "solid" false means draw both sides of polygons (backface culling off). Warning: default value true can completely hide geometry if viewed from wrong side!
MFString string MFString inputOutput Single or multiple string values to present as Text. Hint: Strings can have multiple values, so separate each string by quote marks Hint: Strings can contain quote marks by first escaping them with a backslash example: 'say \'hello\' please' Hint: many XML tools substitute XML character references automatically if needed.
SFVec2f textBounds SFVec2f outputOnly Provides the bounding box of the text geometry.
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.