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Re: Text3D Class (beta) for RB3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Text3D Class (beta) for RB3D
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Wed, 29 Mar 2006 18:19:29 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <D3680394-40D3-406E-92B9-DE40DCBB62E0 at miensoftware dot com> <a0620073bc050576daca9 at [10 dot 0 dot 1 dot 2]> <252A1B36-40F5-4F9B-9985-E048B1A1FC72 at miensoftware dot com> <a06200742c050640ea26f at [10 dot 0 dot 1 dot 2]> <453AF528-7F35-4600-8BFE-84786DEE6484 at miensoftware dot com> <a0620074dc050aea91ec3 at [10 dot 0 dot 1 dot 2]>
if we're only talking about 4 points and 2 triangles

Oh of course.


Well this could be done, but it is a bit more complicated. This would only work with fixed widths. I'm currently using variable widths. This approach pretty much has to recreate the trimesh each time there are changes, but we could just update the vertex positions (as you suggested) and flip the windings for all excess characters. What about resizing? Wouldn't I need to create a new trimesh for this? How fast could all this be achieved?

These are fair questions. It would certainly be a bit of work when resizing the text, but on the other hand, it would be faster (possibly much faster) to render, because you're feeding the system a single object instead of hundreds.

I'll give it a shot. I don't think it is really that difficult to do. I was actually doing it this way to begin with, but changed my mind when the object cloning idea hit me. Now I realize that I may need more text than I initially thought I would need.

If this approach is faster, I'll use it, if not, than I probably haven't wasted too much time.
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