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Text mesh in ground plane


mwpowellhtx
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15 minutes ago, jerome said:

you are missing the parameter scene in your creation call : http://www.babylonjs-playground.com/#1TP1KF#5

Good catch.

Check it out, however, then it doesn't work. I get a "black", not a "red" plane, and no text whatsoever.

I could be missing something, but this is about as minimalistic an example as I can think of taking into consideration some of the example work I have reviewed.

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Would not making an off-line texture in a graphics program be a better option.  You then know things are going happen in 1 draw.  How many draws do you currently do just to display the field with all those lines? (turn on debug using scene.debug = true)

True, there would be waste, since the texture file is square, but field rectangular?  Might be a little blurry on very big screens, but think resorting to dynamic construction, and fonts on different systems is not worth it.

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And now for the results (for now).

Figuring the fonts, height, width, and positions, are a bit tricky; plus there is coordinating the plane with the fixture dimensions, to name a couple of things. But that's (somewhat) beyond the scope of BABYLON (and/or WebGL), unless it isn't.

Center doesn't seem to be quite center, but I think there are also some options issues in the DynamicFixture that need to be sorted out.

Yes, still with the z-order thing, I know. In a way, though, I kind of like the effect, it's like the lines are faded or have seen some weather. Anyway, neither here nor there.

 

football-arena-numbering-2.png

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just a naive question : if your texts are known in advandce and fixed forever, why using some text based dynamic textures instead of a single baked texture ...say, a single image with all the text values you need (10, 20, 30, etc) that could be easily done with any text soft ?

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