Thanks for your suggestions. I'm still finding that the glyph size
is a magic number, and I don't seem to have a way to specify "fit
in rectangle" without getting the non-smooth text. Take for
instance the attached sample... I have a simple subpatch with an
ImageWithString --> Billboard rendering into a Render In Image of
512 x 70 pixels. If I hook up Display Width to the billboard's
Width, the text ends up not scaling to the right size to fit that
512x70 box, but depending only on the Glyph size -- the arbitrary
text is never the right size (whatever will fit in the 512x70 box).
If I disconnect the display width and set the subpatch's width to
"2", then at least it is the entire 512 pixels across, though then
I have the problem with the badly antialiased text. Do you see the
problem?
I don't understand what you are trying to achieve... I can only tell
you this:
1) that Glyph Size is simply the font size expressed in units
2) if you want the text image to be displayed at perfect resolution,
connect the Display Width output to the Width input of the Billboard