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    Thanks for the suggestions, Robert! I was just investigating such
    possibilities, shows I'm on the right track...<br>
    /Andreas<font size="2" color="black"><span
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    <div class="moz-cite-prefix">On 2017-09-22 12:13, Robert Osfield
      wrote:<br>
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cite="mid:CAFN7Y+UFURBgG1mAnRDjPfy6W4u9pctpipy7HdCMdu-PfpxBPA@mail.gmail.com">
      <div dir="ltr">Hi Andreas.<br>
        <div class="gmail_extra"><br>
          <div class="gmail_quote">On 22 September 2017 at 09:40,
            Andreas Ekstrand <span dir="ltr"><<a
                href="mailto:andreas.ekstrand@remograph.com"
                target="_blank" moz-do-not-send="true">andreas.ekstrand@remograph.com</a>></span>
            wrote:<br>
            <blockquote class="gmail_quote" style="margin:0 0 0
              .8ex;border-left:1px #ccc solid;padding-left:1ex">
              <div text="#000000" bgcolor="#FFFFFF">I'm using osgText to
                show vertex numbers. Often enough it's only 0,1,2 for
                triangles but it can be several hundred thousands of
                them.<br>
                <br>
                It's never been optimal, I know - and I guess this is
                the time to do something about it, I will look into an
                alternative way without osgText. Any suggestions are
                welcome!<br>
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            <div>On the OSG side I steadily shifting osgText to using
              shaders for effects and simplifying the CPU side.  Not all
              the way there yet but that's the direction I'm going with
              it.  Simplifying the CPU side will mean less custom data
              manipulation that is different frrom osg::Geometry that
              just pushes arrays and primitives to GL.  With these
              evolution of osgText the overhead for creating new text
              should be lower.</div>
            <div><br>
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            <div>However, osgText it will always be a general purpose
              text implementation rather than a highly tuned for a
              specific purpose.  In your case it might be simpler to do
              some specifically your task.  If you have just 0..9
              characters and a limited number of characters you start
              thinking about doing far more on the GPU.  <br>
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            <div>For instance you could use a single textured quad for
              each label, passing in the characters to render via a
              uniform array or packed uniforms and have a shader work
              out what texture coordinates into the glyph texture atlas
              to use to render each character, then in the fragment
              shader get the appropriate samples for each character.  I
              have used this approach on client project to make a very
              lightweight system for rendering labels, it was a closed
              source project so not something I can share the
              implementation, but it does at least show it works.</div>
            <div><br>
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            <div>Another approach you could take is just create your own
              osg::Geometry and reuse the
              osgText::Font/osgText::GlyhTexture. In the end basic
              rendering of text is just texture quads, osgText can be
              used to provide the texture atlas you need so most of the
              awkward work is done for you already.<br>
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            <div>Robert.<br>
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