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."
This commit is contained in:
Robert Osfield 2008-06-06 16:25:14 +00:00
parent c2a4825afa
commit 01c284429b

View File

@ -47,12 +47,12 @@ public:
/** Get the Charactere Depth of text. */
float getCharacterDepth() const { return _characterDepth; }
/** Set the Charactere Depth of text. */
void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; }
void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; computeGlyphRepresentation(); }
/** Get the render mode used to render the text. */
RenderMode getRenderMode() const { return _renderMode; }
/** Set the render mode used to render the text. */
void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; }
void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; computeGlyphRepresentation(); }
// /** Get the wall StateSet */
// osg::StateSet * getWallStateSet() { return _wallStateSet.get(); }