polygon font demo + 3d text demo
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- Gnoblar
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Woohoo! Looks like I missed this! Great work, Assaf Raman! 

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OgreAddons - the Ogre code suppository.
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- Gnoblar
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I realize this thread is a bit old, but I was using this recently and it works fantastically...except for one thing - the bounding boxes of the final mesh are totally off. This requires 2 fixes:
-=-=-=-=-=-=-=- one -=-=-=-=-=-=-=-
The version of FTGL you included with your project has a bug in it.
In FTPolyGlyph.cpp,
void FTPolyGlyph::AddOneToMesh( const FTPoint& pen, FTPMesh & mesh,unsigned int i, float normal, float zOffset)
the code at the end of the function should be
-=-=-=-=-=-=-=- two -=-=-=-=-=-=-=-
At the bottom of createTextMesh(), you need to add depth into the final bounding box:
-=-=-=-=-=-=-=- end -=-=-=-=-=-=-=-
Then everything is perfect. Kudos to you for this very useful utility.
Mike Z
-=-=-=-=-=-=-=- one -=-=-=-=-=-=-=-
The version of FTGL you included with your project has a bug in it.
In FTPolyGlyph.cpp,
void FTPolyGlyph::AddOneToMesh( const FTPoint& pen, FTPMesh & mesh,unsigned int i, float normal, float zOffset)
the code at the end of the function should be
Code: Select all
mesh.minX = min(mesh.minX, triangleStripBuffer[i * 3 + 0] + pen.x);
mesh.maxX = max(mesh.maxX, triangleStripBuffer[i * 3 + 0] + pen.x);
mesh.minY = min(mesh.minY, triangleStripBuffer[i * 3 + 1] + pen.y);
mesh.maxY = max(mesh.maxY, triangleStripBuffer[i * 3 + 1] + pen.y);
At the bottom of createTextMesh(), you need to add depth into the final bounding box:
Code: Select all
Ogre::Vector3 minV(mesh.minX, mesh.minY, 0.f), maxV(mesh.maxX, mesh.maxY, 0.f);
if(depth > 0.f)
minV.z = -depth;
else
maxV.z = -depth;
ogreMesh->_setBounds(Ogre::AxisAlignedBox(minV, maxV), false);
Then everything is perfect. Kudos to you for this very useful utility.
Mike Z
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- Halfling
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For successfully compiling on Linux with gcc I had to add a few modifications:
in file FTPolyGlyph.cpp you have to include <algorithm> otherwise gcc won't find min and max functions.
Moreover, min and max requires same types, so a cast is needed:
modifications to do in File FTPolyGlyph.cpp
and of course you have to change the path for ttf font file in PolygonFont.h
Byez
in file FTPolyGlyph.cpp you have to include <algorithm> otherwise gcc won't find min and max functions.
Moreover, min and max requires same types, so a cast is needed:
modifications to do in File FTPolyGlyph.cpp
Code: Select all
#include "FTPolyGlyph.h"
#include "FTVectoriser.h"
#include <algorithm>
...
...
...
void FTPolyGlyph::AddOneToMesh( const FTPoint& pen, FTPMesh & mesh,unsigned int i, float normal, float zOffset)
{
...
...
...
mesh.minX = std::min((double)mesh.minX, triangleStripBuffer[i * 3 + 0] + pen.x);
mesh.maxX = std::max((double)mesh.maxX, triangleStripBuffer[i * 3 + 0] + pen.x);
mesh.minY = std::min((double)mesh.minY, triangleStripBuffer[i * 3 + 1] + pen.y);
mesh.maxY = std::max((double)mesh.maxY, triangleStripBuffer[i * 3 + 1] + pen.y);
}
...
...
and of course you have to change the path for ttf font file in PolygonFont.h
Byez
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- Gnoblar
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Extra Segments
Hi everyone,
the work looks definitely very nice, and deserves being added as a standard feature.
I know this thread is quite old, but I did try to use the 3D Text PlugIn recently.
I did compile librairy and demo on Shoggoth (1.6.0RC1).
Everything runs fine, but looking at wireframe gives extra segments.(see picture)

What can we do to fix this?
Is this plug going to be official and realeased? I'd say it's worth being.
the work looks definitely very nice, and deserves being added as a standard feature.
I know this thread is quite old, but I did try to use the 3D Text PlugIn recently.
I did compile librairy and demo on Shoggoth (1.6.0RC1).
Everything runs fine, but looking at wireframe gives extra segments.(see picture)

What can we do to fix this?
Is this plug going to be official and realeased? I'd say it's worth being.
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- Gnoblar
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Hi all,
after a chat with Assaf (conceiver of the demo) I realized the extra segments were only present when using the DirectX Renderer.
So it looks like the project might be enanced.
I don't know yet if I have time to put my hands on it.
(I'm just yet learning how far I can go with the whole beast).
My feeling is that this tool is worth being released and included in future versions.
So it's up to the community (including me) to try to figure out how we can make this growing up.
Thanks to anyone who's feeling concerned.
after a chat with Assaf (conceiver of the demo) I realized the extra segments were only present when using the DirectX Renderer.
So it looks like the project might be enanced.
I don't know yet if I have time to put my hands on it.
(I'm just yet learning how far I can go with the whole beast).
My feeling is that this tool is worth being released and included in future versions.
So it's up to the community (including me) to try to figure out how we can make this growing up.
Thanks to anyone who's feeling concerned.
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- Kobold
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Re: polygon font demo + 3d text demo
Any news about the Addon?
Is there a version for C#?
Thanks in any case for a kind reply...
Is there a version for C#?
Thanks in any case for a kind reply...
--
"Fatti non foste a viver come bruti, | ma per seguir virtute e canoscenza."
"You were not made to live your lives as brutes, | but to be followers of virtue and knowledge."
(Divina Commedia, Inferno, Canto XXVI, 119 – 120)
"Fatti non foste a viver come bruti, | ma per seguir virtute e canoscenza."
"You were not made to live your lives as brutes, | but to be followers of virtue and knowledge."
(Divina Commedia, Inferno, Canto XXVI, 119 – 120)
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- Halfling
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Re: polygon font demo + 3d text demo
hopefully the ogre procedural project could integrate this feature in their next releases. it could be great.
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- Halfling
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Re: polygon font demo + 3d text demo
Outline Fonts import with extrusion to generate the mesh.
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Re: polygon font demo + 3d text demo
You can just use the code from this thread...
Watch out for my OGRE related tweets here.
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- Ogre Magi
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Re: polygon font demo + 3d text demo
I'm amazed at how people can find and dig out a 3-4 year old thread.
I didn't even know it existed, still great work, it really reminds me of Blender's text tool.
I didn't even know it existed, still great work, it really reminds me of Blender's text tool.
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
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Re: polygon font demo + 3d text demo
I think this is from the time before I even was a part of the team.
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- Ogre Magi
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Re: polygon font demo + 3d text demo
Which tells us you were awesome before and after you joined the team, and that your place there is deservedAssaf Raman wrote:I think this is from the time before I even was a part of the team.

BitBucket username changed to iboshkov (from MindCalamity)
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Re: polygon font demo + 3d text demo
The funny thing is that I got into the team for the D3D11 render system - that no one ever used. 

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Re: polygon font demo + 3d text demo
It will be used, it just needs more time, it's definitely not wasted effort, I mean when it's complete and stable enough (it's not now, is it ?) to be used, I'm sure it will be, and also the requirement of shaders, no matter how simple the scene/objects may be is not that easy to meet, I think that's the reason it's not as used as D3D9.Assaf Raman wrote:The funny thing is that I got into the team for the D3D11 render system - that no one ever used.
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- Halfling
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Re: polygon font demo + 3d text demo
I didn't know this existed either and I am glad someone brought it back up. I actually was about to look into doing something like this for my game as it is a racing game and i want a 3...2...1...GO 3D countdownMind Calamity wrote:I'm amazed at how people can find and dig out a 3-4 year old thread.
I didn't even know it existed, still great work, it really reminds me of Blender's text tool.

Good Job Assaf
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Re: polygon font demo + 3d text demo
Use the code - and save mesh files if your text is always the same...
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Re: polygon font demo + 3d text demo
AFAIK, the code is not really working anymore. At least I remember testing it some months ago and quite some interfaces have changed since your initial release (I think mainly of the libs you used). Perhaps if someone gets it running again with updated libs, they could provide the new version.
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