pandemonium_engine_docs/usage/3d/3d_text.md

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3D text
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Introduction
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In a project, there may be times when text needs to be created as
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part of a 3D scene and not just in the HUD. Pandemonium provides two
methods to do this. The Label3D node and the text mesh for a
MeshInstance node.
This page does **not** cover how to display a GUI scene in a 3D
environment. For information on how to do that see `this ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/2d_in_3d )`
demo project.
Label3D
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![](img/label_3d.png)
Label3D behaves like a label node but in a 3D space. Unlike label
node this can not inherit properties of a GUI theme. However its
look remains customizable and uses the same DynamicFont and BitmapFont
subresources control nodes use.
Label3D has minimal interaction with a 3D environment, it can be lit
up and shaded by light sources if the shaded flag is enabled, but it
will not cast a shadow, even with cast shadow turned on under the nodes
GeometryInstance3D settings. This is because the node is a quad mesh
(one glyph per quad) with transparent textures and has the same limitations
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as Sprite3D. See `this page ( doc_3d_rendering_limitations_transparency_sorting )`
for more information.
Text mesh
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![](img/text_mesh.png)
Text meshes have similarities to Label3D. They display text in a 3D
scene, and will use the same DynamicFont subresource. However text is 3D and
has the properties of a mesh. A text mesh cast shadows onto the environment
and can have a material applied to it. Here is an example of a texture and
how it's applied to the mesh.
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![](img/text_mesh_texture.png)
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![](img/text_mesh_textured.png)
There are two limitations to text mesh. It can't use bitmap fonts, or fonts
with self intersection.