Better text handling on 3D scene

September 4, 2014

This week saw among other things a refactor of the FRAK Engine’s TextComponent. It now has support for unicode and basic styling options used by the canvas text drawing API.

The working principle is simple: the text is rendered to an off-screen 2D canvas element and uploaded as a texture, which is later rendered on a quad somewhere in the scene.

The text can be updated in runtime (see the text example) and doesn’t seem to cause any significant speed decrease in both Chromium and Firefox.

text in 3D

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