I’ve only just started playing around with TextRenderer, but the first thing I realised is that whatever text colour I’m going to use, my moving scene can make the text hard to read. So I’m thinking I have a few options:
- Render into 3D space onto an approprialy coloured rectangle. - probably the simplest but not very pretty, and prob won’t work for 2D HUD.
- Render character by character twice, one slightly larger to give an outline to each character. - probably slow and only approx outline
- Create a RenderDelegate and draw and draw an outline or background here. - looks tricky
Has anyone had a go at outlined fonts? or can suggest a better technique for putting text over a multicoured scene? I have a couple of requirements here, one for HUD type 2D output and another for in scene 3D rendering (possibly billboarding). I’ve been trying with glutBitmapString so far, but not really happy with the result.
Is it worth trying to extend the TextRenderer class itself to support this? I guess the Sun guys are busy elsewhere these days, so is anyone else here able to help with that?
Cheers
Peter
update: seems like renderer.setColor has no affect anyway so I need to investigate that first