Siwko
05-19-2001, 05:42 AM
I'm currently writing a percision part viewer and I'm trying to figure out how to do this. I'm using texture-fonts (mapped quads) to display text on my viewport. What I want to do is be able to rotate the part while affixing the text to a particular point location on that part, but I always want the text to face forward obviously.
Currently, I draw the part in a viewing frustum, and then I remap the viewport to an ortho-view and map the text per client-pixel location. In this case, I want the text to always maintain the same facing and zdepth, so I think I want to keep the text in an ortho-view. But is this the correct thing to do?
What are the suggestions?
The only other idea I can come up with is map the text within the viewing frustum, except always calculate the point's z-depth to place the text at the near clipping plane. But if I were to do this, I would lose my font's pixelmapped property.
Help? http://www.opengl.org/discussion_boards/ubb/smile.gif
Siwko
Currently, I draw the part in a viewing frustum, and then I remap the viewport to an ortho-view and map the text per client-pixel location. In this case, I want the text to always maintain the same facing and zdepth, so I think I want to keep the text in an ortho-view. But is this the correct thing to do?
What are the suggestions?
The only other idea I can come up with is map the text within the viewing frustum, except always calculate the point's z-depth to place the text at the near clipping plane. But if I were to do this, I would lose my font's pixelmapped property.
Help? http://www.opengl.org/discussion_boards/ubb/smile.gif
Siwko