From Paul Melis, "Here's an updated include/osgText/Text3D that forces recomputation of the glyph repr when the character depth is updated, also when the rendering mode is set.
This caused a Text3D object read from a .osg file to not have the correct depth."
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@ -47,12 +47,12 @@ public:
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/** Get the Charactere Depth of text. */
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float getCharacterDepth() const { return _characterDepth; }
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/** Set the Charactere Depth of text. */
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void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; }
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void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; computeGlyphRepresentation(); }
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/** Get the render mode used to render the text. */
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RenderMode getRenderMode() const { return _renderMode; }
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/** Set the render mode used to render the text. */
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void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; }
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void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; computeGlyphRepresentation(); }
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// /** Get the wall StateSet */
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// osg::StateSet * getWallStateSet() { return _wallStateSet.get(); }
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