Sorry, it's hard to explain. Let me try again! :-)
If I have a bitmap size of 512 x 70, I want the text sized to fit
that space -- not too small, not too big. If I hook up the Display
Width to the Width input of the billboard as you suggest, then the
text does not scale to fill up the bitmap, it is a constant size
relative to the glyph size. The effect of the "DanText2" attachment
was very close to what I am looking for, but there is bad anti-
aliasing because the text is not at the "perfect resolution" as you say.
Isn't there any way to have the font size scale to fit the rendered
pixel size? Should I report it as a bug/feature request?
Dan
On May 19, 2005, at 6:00 PM, Pierre-Olivier Latour wrote:
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