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A Texture Atlas Based Text Rendering Crate (that could be integrated) #376
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Hi @BonsaiDen Thanks for the kind words, I'm glad you like Actually, you are not the first to try to add text rendering to So I think it's a great initiative and I really like the code, it's a great start 👍 At some point, it might make sense to integrate it into A couple of technical suggestions (and it is suggestions, you don't have to use them, and I might also be wrong):
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Hey @asny, Thanks for the Feedback! Yes, I can totally see that folks would ask about SDFs etc. once you add any kind of text rendering to begin with, so I will probably polish the code (quite) a bit and then publish it as an easy to find crate while clearly stating in the README that it's not an "official" crate and that there will be no support from your end :D Regarding your suggestions:
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No problem, thanks for your hard work 💪
Sounds like a great plan 👍 Please let me know when you have released it, and I add a link to it from the
Naming is hard 😬 It seems like you ended on
Yeah ok, I see. The texture defines the geometry, so you cannot generate the geometry in a vertex shader alone. You could use a deferred approach to render the geometry into buffers first and then apply the material in the second pass, but that would be complete overkill since users in 99.9% of cases would just want to apply a uniform color to the text. So I think your approach is good 👍 Maybe you can return a new struct that encapsulates the
I got it, the
Yeah, I see, that won't work 😆 |
I am happy to see, @BonsaiDen is also trying to implement the text feature. Due to some distractions I could unfortunately not continue on the feature implementation. |
Would it be possible/ok to add an example using this external crate to |
@hoijui Yeah, I think that is ok since it's a crate that is specific to |
Hey there, seems like I never got around to publishing the crate (ended up bike shedding the API and then life got busy), I'll have a look and update the dependencies if required and publish it to crates.io this weekend :) |
FYI, I've added geometric text rendering support in #491 |
Hey there,
first of all thanks for all the effort spend on the library! I've been looking for something to replace the outdated kiss3d from time to time and I'm quite happy to have found three_d :)
Now, something I wasn't to happy about though was the lack of text rendering; however, talk's cheap to I whipped up a prototype which uses a texture atlas based backing texture for the different font sizes and features coloring and alignment.
It currently lives on my gitlab and the README goes into a bit more detail on the technical architecture: https://gitlab.com/BonsaiDen/three-d-text-renderer
The example also contains a lot of comments on how to use it.
Now, the primary question is whether or not you would be interested in integrating a text renderer directly with the library or if it should stay as a standalone library, in the first case I could spend the time to add all the required documentation and stuff (and likely bikeshed a few of the names), in the latter the lack of crates.io namespaces would probably still need some coordination on the name of that library as I don't want to snatch a potential
three-d-text-render
crate without consulting you first.In any case, thanks again for all the work put into the project.
Best regards,
Ivo
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