Write bitmap text
The jit.gl.text2d object lets you draw bitmap text in the named drawing context. The text which is drawn can be sent as a symbol, a list of symbols, or as a jit.matrix containing char data. When a jit.matrix is used, each row of the matrix is interpreted as one line of text.
Due to differences in implementation, the rotate, scale, screenmode, classic, and interp attributes are currently only supported on Macintosh. On PC, it behaves similar to when classic mode on Macintosh is turned on.
On Macintosh, this object interprets the input text as Unicode, allowing the display of non-Roman fonts. The Unicode encoding to use is determined based on the current font, set using the font message, and the operating system's script system and region code settings.
Note: The Windows version of this object does not suport Unicode.
|Appends the specified symbol or list to the stored text string.
When classic mode is enabled, the characters are drawn using the glBitmap mechanism in the OpenGL machine. This produces characters which are not antialiased and cannot be rotated or scaled. On PC, this is the only supported behavior, and there is no possibility to turn on/off.
|Specifies the face variant of the current font. One or more face variants may be specified. The supported font faces are, , and . Note that some fonts do not contain different faces.
|Specifies the font in which to draw. An optional size parameter can follow the font.
|Specifies the size in which to draw.
|Replaces the current text string with a symbol or list of symbols.
| Alignment for rows of text. (default = 0 (left))
0 = left
1 = center
2 = right
|Toggles floating-point precision rounding.
|When float point precision rounding is enabled set via theattribute, this value sets the precision of the number.
Controls whether interpolation is used to draw textures when not in classic mode. (default = 1)
|The leading between multiple rows of text as a multiple of the standard leading. (default = 1.)
|The plane of a multi-plane char input matrix which will be interpreted as text. (default = 0)
If screenmode = 1, some 3D transformations are skipped so that pixel-accurate text can be drawn. The origin of the text on screen is determined by the usual projection of the object's position, but the text remains the same size. Rotation is only applied around the z axis. Screenmode is useful for making fixed-size labels which follow objects in space. With screenmode off, the text is transformed in space in the usual way for an OB3D-group object. (default = 1)
|The tracking (intra-character spacing) as a multiple of the standard tracking for the face. (default = 1.)
|Open GL floating-point data visualization
|Generate simple geometric shapes as a connected grid
|Use mouse movement to control position/rotation
|Generates a GL based surface extraction
|Generates GL geometry from existing data
|Read and draw Wavefront .obj models
|Generate NURBS surface
|Generate platonic solids
|Render Open GL
|Manages a GL shader
|GL parallel to lcd
|Performs a GL accelerated grid-based evaluation
|Write vector text
|Manages a GL texture
|GL accelerated video plane
|Creates a GL accelerated volume vizualization