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This repository has been archived by the owner on Sep 16, 2021. It is now read-only.
Current text rendering is efficient in that it creates as few geometry as needed (by texture page break for batching) but it's inefficient in that it creates a new geometry each time the text is re-drawn. This was older placeholder implementation so a text specific Geometry class is needed.
Needs:
aware of per-geometry vert count limits
avoid if possible creating trees of transforms and use the parent transform
dynamic text updates reusing pool of vertices for letters
flush excess letters from pool for when you know you wont need the excess
ensure geometry transform / origin is not limited by position/align/bounding
be future proof for per letter/word etc styling
be future proof for rendering easily to a image buffer for effects etc
be future proof for SDF shaders and other flexibility
The text was updated successfully, but these errors were encountered:
This is completed in a local branch, once I have tested more thoroughly against larger projects (so far 2 large projects have had no major side effects of all the changes) it will migrate to master.
Current text rendering is efficient in that it creates as few geometry as needed (by texture page break for batching) but it's inefficient in that it creates a new geometry each time the text is re-drawn. This was older placeholder implementation so a text specific Geometry class is needed.
Needs:
The text was updated successfully, but these errors were encountered: