static GLuint textTextureId_
std::vector< float > vertexBuffer_
void Render(const glm::mat4 &projectionMatrix, const glm::mat4 &viewMatrix, const glm::mat4 &viewMatrixRotInv) const
static float textUVHeight_
static std::vector< float > textCharacterWidths_
static void createShaderProgram()
static float textUVWidth_
std::vector< float > textureBuffer_
std::vector< unsigned short > drawListBuffer_
TextDrawable(const std::string &text, const rtabmap::Transform &pose, float textSize=0.1f, const tango_gl::Color &color=tango_gl::Color(1, 0, 0))
static GLuint textProgram_
static void releaseShaderProgram()