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- .. _doc_3d_text:
- 3D text
- =======
- Introduction
- ------------
- In a project, there may be times when text needs to be created as
- part of a 3D scene and not just in the HUD. Godot provides two
- methods to do this. The Label3D node and the text mesh for a
- MeshInstance3D node.
- This page does **not** cover how to display a GUI scene in a 3D
- environment. For information on how to do that see `this <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/2d_in_3d>`__
- demo project.
- Label3D
- -------
- .. image:: img/label_3d.png
- Label3D behaves like a label node but in a 3D space. Unlike label
- node this can not inherit properties of a GUI theme. However its
- look remains customizable and uses the same font subresource
- control nodes use.
- Label3D has minimal interaction with a 3D environment, it can be lit
- up and shaded by light sources if the shaded flag is enabled, but it
- will not cast a shadow, even with cast shadow turned on under the nodes
- GeometryInstance3D settings. This is because the node is a quad mesh
- (one glyph per quad) with transparent textures and has the same limitations
- as Sprite3D. See :ref:`this page <doc_3d_rendering_limitations_transparency_sorting>`
- for more information.
- Text mesh
- ---------
- .. image:: img/text_mesh.png
- Text meshes have similarities to Label3D. They display text in a 3D
- scene, and will use the same font subresource. However text is 3D and
- has the properties of a mesh. A text mesh cast shadows onto the environment
- and can have a material applied to it. Here is an example of a texture and
- how it's applied to the mesh.
- .. image:: img/text_mesh_texture.png
- .. image:: img/text_mesh_textured.png
- There are two limitations to text mesh. It can't use bitmap fonts, or fonts
- with self intersection.
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