Hallo !
A simple question: how can I rotate a text in Gem?
I made my patch in portrait format and now I have to rotate everything, so that I can display it in horizontal format with the beamer ... and everything rotates fine, but not the text ...
thanks, LG Georg
i can't see why there should be a problem. could you send an example?
or: use the pivot function of your graphic card instead.
max
Am 26.09.2005 um 10:58 schrieb Georg Holzmann:
Hallo !
A simple question: how can I rotate a text in Gem?
I made my patch in portrait format and now I have to rotate
everything, so that I can display it in horizontal format with the
beamer ... and everything rotates fine, but not the text ...thanks, LG Georg
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Hallo!
i can't see why there should be a problem. could you send an example?
attached - but I just noticed, that this is a problem of [text2d], with [text3d] it is working ... but [text3d] has no anit-aliasing stuff ... mabe I such simply add this to [text3d] ...
LG Georg
#N canvas 539 0 516 387 10; #X text 77 34 Example:; #X obj 85 55 gemhead; #X floatatom 122 304 5 0 100 1 size - -; #X msg 95 169 font $1; #X obj 95 150 openpanel; #X obj 95 133 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X msg 103 195 text hello world!; #X msg 107 214 1 2 3 4; #X msg 111 255 alias $1; #X obj 111 237 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X msg 112 281 justify left base; #X obj 343 75 cnv 15 100 60 empty empty empty 20 12 0 14 -195568 -66577 0; #N canvas 72 427 464 449 gemwin 0; #X obj 46 108 outlet; #X obj 67 10 inlet; #X obj 67 41 route create; #X msg 46 89 set destroy; #X msg 145 68 set create; #X msg 198 112 destroy; #X msg 118 115 create , 1; #X obj 289 70 loadbang; #X obj 137 268 gemwin 3; #X msg 267 102 dimen 600 400; #X msg 293 133 color 0 0 0; #X connect 1 0 2 0; #X connect 2 0 3 0; #X connect 2 0 6 0; #X connect 2 1 4 0; #X connect 2 1 5 0; #X connect 3 0 0 0; #X connect 4 0 0 0; #X connect 5 0 8 0; #X connect 6 0 8 0; #X connect 7 0 10 0; #X connect 7 0 9 0; #X connect 9 0 8 0; #X connect 10 0 8 0; #X restore 348 114 pd gemwin; #X msg 348 95 create; #X text 344 74 Create window:; #X obj 85 106 rotateXYZ; #X floatatom 160 85 5 0 0 0 - - -; #X obj 85 325 text2d; #X connect 1 0 15 0; #X connect 2 0 17 1; #X connect 3 0 17 0; #X connect 4 0 3 0; #X connect 5 0 4 0; #X connect 6 0 17 0; #X connect 7 0 17 0; #X connect 8 0 17 0; #X connect 9 0 8 0; #X connect 10 0 17 0; #X connect 12 0 13 0; #X connect 13 0 12 0; #X connect 15 0 17 0; #X connect 16 0 15 3;
right. there is a problem. neither [rotate] nor [rotateXYZ] work -
but [translate] does. very strange.
i have used only text3d or textextruded so far.
maybe that's what the helpfile to text2d is meaning with (Quote:)
[text2d] renders one line of a text with the current color, but
without(!) 3D-transformation
although a rotation is not really a 3d transformation...
so what about the pivot function of your graphics card, this might
solve it for you...
viel glück. max
Am 26.09.2005 um 11:33 schrieb Georg Holzmann:
Hallo!
i can't see why there should be a problem. could you send an example?
attached - but I just noticed, that this is a problem of [text2d],
with [text3d] it is working ... but [text3d] has no anit-aliasing
stuff ... mabe I such simply add this to [text3d] ...LG Georg
Hallo!
maybe that's what the helpfile to text2d is meaning with (Quote:)
[text2d] renders one line of a text with the current color, but
without(!) 3D-transformation
yep - I think ...
so what about the pivot function of your graphics card, this might
solve it for you...
hm - I think I will simply add antialiasing to text3d if it is possible ...
viel glück.
danke, LG Georg
Georg Holzmann wrote:
Hallo!
i can't see why there should be a problem. could you send an example?
attached - but I just noticed, that this is a problem of [text2d], with [text3d] it is working ... but [text3d] has no anit-aliasing stuff ... mabe I such simply add this to [text3d] ...
no it's not that simple, since anti-aliasing is an option to the rasterizer.
[text2d] uses bitmapped/pixmapped fonts: the rasterizer is basically within the text2d-object, therefore you can anti-alias the font in there. otoh, a lot of opengl-manipulations (like rotate, translateZ) will not work because of this.
[text3d] converts the fonts into polygons, which can be manipulated like anything else. however, there is no point in doing "anti-aliasing" as long as you are in the vector-domain.
you have 2 options:
anti-aliasing for just that object.
mfg.ads.r IOhannes
Hallo!
[text2d] uses bitmapped/pixmapped fonts: the rasterizer is basically within the text2d-object, therefore you can anti-alias the font in there. otoh, a lot of opengl-manipulations (like rotate, translateZ) will not work because of this.
okay, thanks, I understand now ...
you have 2 options:
- enable anti-aliasing for the entire screen (FSAA)
- use [polygon_smooth] before [text3d] to enable a kind of
anti-aliasing for just that object.
hm, [polygon_smooth] has not really much effect ... will try FSAA ...
LG Georg