In this code pixel dimension is Single, not Integer, and we have FUZZY TEXT at screen (viewer).
I propose in this code
procedure TGLAbsoluteHUDText.DoRender(var rci: TRenderContextInfo;
renderSelf, renderChildren: Boolean);
var
Temp: TAffineVector;
begin
Temp := TGLSceneBuffer(rci.buffer).WorldToScreen(Self.AbsoluteAffinePosition);
Temp[1] := rci.viewPortSize.cy - Temp[1];
RenderTextAtPosition(Temp[0], Temp[1], Temp[2], rci);
if Count > 0 then
Self.RenderChildren(0, Count - 1, rci);
end;
insert truncation:
RenderTextAtPosition(TRUNC(Temp[0]), TRUNC(Temp[1]), TRUNC(Temp[2]), rci);
and Text wouldn't be FUZZY at screen.
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