<div dir="ltr">Robert,<div>Thank you! Your fix checks out; the positioning is now consistent for me in both versions.</div><div><br></div></div><div class="gmail_extra"><br clear="all"><div><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Glenn Waldron</div></div></div></div>
<br><div class="gmail_quote">On Tue, Feb 6, 2018 at 12:59 PM, Robert Osfield <span dir="ltr"><<a href="mailto:robert.osfield@gmail.com" target="_blank">robert.osfield@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Glenn, el. al.<br>
<span class=""><br>
On 6 February 2018 at 17:42, Robert Osfield <<a href="mailto:robert.osfield@gmail.com">robert.osfield@gmail.com</a>> wrote:<br>
> It looks like I need to decouple the margin from contributing so much<br>
> to the alignment calculation. Not sure yet what the best thing to do<br>
> is.<br>
<br>
</span>What I have done is to change the text bounding box calculation so<br>
that it's only based on the glyph width and height and doesn't take<br>
into account the extra margin used to account for texel sampling.<br>
<br>
In theory the new approach might lead to view frustum culling a text<br>
drawable when a sliver of edge might be visible due to mipmapping<br>
blurring the text out. Outlines may be an issue too.<br>
<br>
What the new approach does it to provide a consistent position now<br>
regardless of the shader technique used. The commit is:<br>
<br>
<a href="https://github.com/openscenegraph/OpenSceneGraph/commit/55a45e3c0e2634925a06f1e54877c808e8fc5786" rel="noreferrer" target="_blank">https://github.com/<wbr>openscenegraph/OpenSceneGraph/<wbr>commit/<wbr>55a45e3c0e2634925a06f1e54877c8<wbr>08e8fc5786</a><br>
<div class="HOEnZb"><div class="h5"><br>
Robert.<br>
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</div></div></blockquote></div><br></div>