-
-
Notifications
You must be signed in to change notification settings - Fork 112
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Text rendering #152
Comments
Added text rendering in the most simple way using
Issues so far with this solution:
@asny Could you direct me towards your solution? Then I can hopefully implement it on my own. |
Thanks for starting this 💪 I think it's a good idea to keep it simple, text rendering is a huge topic and not something I envision three-d to excel at. There are plenty of crates that specifically handles text and they can all be combined with Then there's the topic of dynamic text vs static text. If we want to handle dynamic text, ie. text that potentially changes every frame, then we'll have to worry a lot about performance. That's why I only want to support static text, at least for now. So I envisioned this to be a simple integration with
As long as we want to handle static text or text that changes rarely, I don't think it's a problem.
Just keep it were it is, it's fine for now 🙂
Use Also:
|
Changed the struct TextEffect to hold a string instead of a single char. Further changed function rasterize to turn string instead of a char into a CpuTexture. Computation of the correct permutation from bitmap of each char to the unified TextureData::RgbaU8 brought a little confusion but I kinda solved it. Further investigation needed on how to render the text with a CpuTexture without using Sprites. Also, todos from @asny still ongoing. See #312 |
Any updates here? It would be nice to have some examples. |
Yeah, I think it's abandoned by @Nevsden, but if anybody else wants to do it, feel free to continue from his work. However, since then, @BonsaiDen started a separate crate for rendering text with |
Added geometric text rendering support in #491 |
Idea:
TextEffect
that renders a given string (or single letters?) using uvs to index into the texture atlasTexture2D
using aColorTarget
.Texture2D
in some material, for example aColorMaterial
.The text was updated successfully, but these errors were encountered: