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  • Posted a comment on discussion Help on GLScene

    Thanks for the quick fix. However if you use both TGLHUDText (sprite) and TGLAbsoluteHUDText (3D object) the scale factor is needed, here is a suggestion, in TGLHUDText.RenderTextAtPosition(): if Self is TGLAbsoluteHUDText then f := 1 // fix else f := rci.renderDPI / 96; // original code

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ergodata
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2005-11-22 16:04:23

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