---- Reported by kbr 2007-06-11 10:46:06 ----
There are rendering artifacts showing up when the TextRenderer is used in 3D
mode probably caused by newer graphics cards using more than just the adjacent
pixels for interpolation. Should increase the spacing between adjacent strings
on the backing store and make sure the entire area is cleared.
---- Additional Comments From campbell 2007-07-26 09:59:34 ----
I'd expect this bug to be just as reproducible on old hardware as well. GL_LINEAR filtering should/will only
ever access one more texel in any given direction. So as long as you allow for one blank (all zeros) row/
column between adjacent strings, and you use GL_CLAMP_TO_EDGE for the texture wrap mode (to handle
the edge cases), the suggested fix should work well.
---- Additional Comments From kbr 2007-10-08 22:58:40 ----
Integrated John Burkey's new TextRenderer implementation using
glyph-by-glyph caching for most cases, with fallbacks to
String-by-String caching for complete Unicode correctness. New
implementation yields drastic performance improvements for
applications displaying large amounts of dynamic text. Upgraded JOGL
demos to work with new TextRenderer.
This checkin fixes at least the following issues:
Issue 261: Throttle shrinking of backing store texture for TextRenderer
Issue 293: TextRenderer: width of strings with spaces not correct in RC4
Issue 294: TextRenderer: rendering stops when a string is wider than the maximum
Issue 304: TextRenderer rendering artifacts in 3D mode
as well as outstanding performance issues with the current
TextRenderer reported on the JOGL forum.
--- Bug imported by email@example.com 2010-03-24 07:50 EDT ---
This bug was previously known as _bug_ 304 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=304