Changing text canvas size - text

I realize I may not have my terminology down yet, I'm new to after effects, so I've attached a picture of what I am trying to achieve. I'd like to know how to resize the black canvas surrounding the "of magic" text layer can add more text.

Go to Composition > Composition Settings and change the size (in pixels) of that canvas under width and height.
Alternatively if this is a text block within an already larger canvas, click onto your text in the composition with the Type Tool cmd+t/ctrl+t and expand using the corner points to expand the visible type.

Related

VTK: small cosy in a corner instead of the middle

Is it possible to have the vtkAxesActor small in a corner of the window?
Here is a image of what I currently got and what I would like to have. The colorful axes are the standard axesActor. But I would like the axes in a corner of the window and only there (bottom left in black). They shouldn't move around the window when the view is rotated. Only around their origin.
Is this possible? And if yes, how?
A possible solution is to put the vtkAxesActor into an orientation widget:
widget = vtk.vtkOrientationMarkerWidget()
widget.SetOrientationMarker(axisActor)
widget.SetInteractor(interactor)
widget.SetViewport(0, 0, size, size)
widget.InteractiveOff()
widget.EnabledOn()
The vtkAxesActor location is functional and it's location has a purpose. The anchor point of the AxesActor is the anchor point of the model. This provides context of where any transformations or translations would be calculated from.
Unfortunately the example of the axisActor in the corner you have proposed would only provide context of the orientation of the model and so not part of the standard options.

Put borders to a text mesh

I want to make a simple text box prefab. How can I keep the text in the textbox? Very simple question :)
Couldn't be easier
(1) Add a canvas
HINT always select "Scale with screen size" (Unity accidentally setthe wrong default there; you only ever use "Scale with screen size")
(3) Add UI -> Text
Set horizontal to WRAP
Look at the large yellow arrow
Leave the vertical as overflow (just choose a small height, say 10, for the box: it is irrelevant).
Set the width of the box to whatever you want - other large yellow arrow.
(In your specific example, it looks like you have a gray box, with a Text sitting on top of that gray box. You should simply make the text box expand to fit the gray box.)
Unity's reactive layout system is fantastic. If you're just getting started with it, search on here for QA and don't hesitate to post more questions. It is hard to master, but worth it.

Does TK's text widget support custom text decorators?

I'm looking for a cross-platform rich text widget that supports non-trivial markup including the following, and I wonder if Tk's text widget can be extended to do them:
set text background color
draw lines over and under text
draw borders around text
decorate content by overlaying lines and shapes (e.g., filled circles)
indicate items in a gutter
To give you an idea, look at the middle pane here:
I read a little about tags, but they seem to be limited to the basics like font, color, etc. I also read about drawing text on the canvas widget, but it looks like standard text editor-like text selection, flow, etc. would be lost.
Thanks very much.
In short, you can only do what you've read in the documentation (assuming you've read authoritative documentation).
Specifically, the text widget does not do all that you asked. You cannot do the following:
draw lines over and under text. You can use custom fonts with the overstrike and underline attributes turned on but there's no way to add lines over a widget, and you have no control on the visual attributes of the overstrike or underline
decorate content by overlaying lines and shapes (e.g., filled circles)
You can set text background and foreground colors, draw borders around the text, and put items in a gutter. For the latter you would need to use a canvas as the gutter.
Note that if you use a canvas rather than a text widget you can do all of those things (read: the text items of the canvas can be editable), but it would require a large amount of work to implement all of the bindings necessary to use it as an editor. For more information on this approach, see http://effbot.org/zone/editing-canvas-text-items.htm

SVG Text-anchor top left

By default, the anchor for the text element in SVG is at the bottom left, but I want it to be at the top left, since I am also creating a rectangle to act as the background for the text, but it is displayed incorrectly since the text is higher than the rectangle (because rectangle anchor/offset is at the top left). Is there a way to fix this, so both text and rectangle can be drawn at same coordinates and be displayed in the same location.
The dominant-baseline property/attribute worked for me:
svg {
dominant-baseline: hanging;
}
The coordinates (x and y) you supply for text elements is used as the baseline of the text. This makes sense because if there is text with varying font sizes on the same line, you would want their baselines to line up.
There is no "automatic" way to do what you want. SVG elements are always absolutely positioned.
You will just have to move the text down a bit by making the y coordinate a bit larger.
Alternatively, you could add a dy attribute to shift the text down a bit. Or even use a transform attribute to do the same. But using either of those methods wouldn't really be simplifying the process for you.

What is the proper way of drawing label in OpenGL Viewport?

I have a multiviewport OpenGL modeler application. It has three different viewports : perspective, front and top. Now I want to paint a label for each viewport and not succeeding in doing it.
What is the best way to print a label for each different perspective?
EDITED : The result
Here is the result of my attempt:
I don't understand why the perspective viewport label got scrambled like that. And, Actually I want to draw it in the upper left corner. How do I accomplished this, because I think it want 3D coordinate... is that right? Here is my code of drawing the label
glColor3f(1,0,0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2f(0,0);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen("Perspective"), GL_UNSIGNED_BYTE, "Perspective"); // Draws The Display List Textstrlen(label)
glPopAttrib();
I use the code from here http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=13
thanks
For each viewport switch into a projection that allows you to supply "viewport space" coordinates, disable depth testing (glDisable(GL_DEPTH_TEST)) and depth writes (glDepthMask(GL_FALSE)) and draw the text using one of the methods used to draw text in OpenGL (texture mapped fonts, rendering the full text into a texture drawing that one, draw glyphs as actual geometry).
Along with #datenwolf's excellent answer, I'd add just one bit of advice: rather than drawing the label in the viewport, it's usually easier (and often looks better) to draw the label just outside the viewport. This avoids the label covering anything in the viewport, and makes it easy to get nice, cleanly anti-aliased text (which you can normally do in OpenGL as well, but it's more difficult).
If you decide you need to draw the text inside the viewport anyway, I'll add just one minor detail to what #datenwolf said: since you generally do want your text anti-aliased (even if the rest of the picture isn't) you generally want to draw the label after all the other geometry of the picture itself. If you haven't turned on anti-aliasing otherwise, you generally will want to turn it on for drawing the text.

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