TextureRenderer usage question

ok, i have filed the bugs.

thank you!

do you have any estimates when the next nightlies will be out?

The nightly builds are working again. They still have the version string “RC4” which isn’t quite correct – there will likely be one or two more nightly builds called RC4 before we sign and promote the official version.

hello,
i see that the version string “1.1.0” is out now. congratulations!

however i was wondering if the mipmapping feature in the textrenderer is currently working.

also, how do i use this RenderDelegate interface? will i need to implement my own class with this interface?

currently i initialize the textrenderer like this:
new TextRenderer(somefont, true, false, null, true);

is this correct?

Thanks, but it isn’t done – tomorrow’s build will likely be the official 1.1.0. We’ll announce it here when it’s out.

It should be. I believe someone else on these forums used it recently and found it helped.

Yes, you need to implement your own. You can look at the DefaultRenderDelegate class in the TextRenderer to see the simplest possible implementation and the demos.j2d.CustomText demo in the jogl-demos workspace for another more complex example.

ok thanks.
i am now using the textrenderer like this
new TextRenderer(somefont, true, false, new DefaultRenderDelegate(), true);

but it still does not look very mipmappy. i ran tests with mipmap set to false and it looks exactly the same. hmmm… maybe my eyes are getting old…

edit: i just looked through the code and it really seems to be mipmapped. so it’s definitely my old eyes. hmmm… maybe i was expecting more of the mipmapped look.

sorry for bothering…