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- <h1>[name]</h1>
- <div>
- <p>
- There are often times when you might need to use text in your three.js application - here are
- a couple of ways that you can do so.
- </p>
- </div>
- <h2>1. DOM + CSS</h2>
- <div>
- <p>
- Using HTML is generally the easiest and fastest manner to add text. This is the method
- used for descriptive overlays in most three.js examples.
- </p>
- <p>You can add content to a</p>
- <code><div id="info">Description</div></code>
- <p>
- and use CSS markup to position absolutely at a position above all others with a
- z-index especially if you are running three.js full screen.
- </p>
- <code>
- #info {
- position: absolute;
- top: 10px;
- width: 100%;
- text-align: center;
- z-index: 100;
- display:block;
- }
- </code>
- </div>
- <h2>2. Draw text to canvas and use as a [page:Texture]</h2>
- <div>
- <p>Use this method if you wish to draw text easily on a plane in your three.js scene.</p>
- </div>
- <h2>3. Create a model in your favourite 3D application and export to three.js</h2>
- <div>
- <p>Use this method if you prefer working with your 3d applications and importing the models to three.js</p>
- </div>
- <h2>4. Procedural Text Geometry</h2>
- <div>
- <p>
- If you prefer to work purely in THREE.js or to create procedural and dynamic 3D
- text geometries, you can create a mesh whose geometry is an instance of THREE.TextGeometry:
- </p>
- <p>
- <code>new THREE.TextGeometry( text, parameters );</code>
- </p>
- <p>
- In order for this to work, however, your TextGeometry will need an instance of THREE.Font
- to be set on its "font" parameter.
- See the [page:TextGeometry] page for more info on how this can be done, descriptions of each
- accepted parameter, and a list of the JSON fonts that come with the THREE.js distribution itself.
- </p>
- <h3>Examples</h3>
- <p>
- [example:webgl_geometry_text WebGL / geometry / text]<br />
- [example:webgl_shadowmap WebGL / shadowmap]
- </p>
- <p>
- If Typeface is down, or you want to use a font that is not there, there's a tutorial
- with a python script for blender that allows you to export text to Three.js's JSON format:
- [link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
- </p>
- </div>
- <h2>5. Bitmap Fonts</h2>
- <div>
- <p>
- BMFonts (bitmap fonts) allow batching glyphs into a single BufferGeometry. BMFont rendering
- supports word-wrapping, letter spacing, kerning, signed distance fields with standard
- derivatives, multi-channel signed distance fields, multi-texture fonts, and more.
- See [link:https://github.com/felixmariotto/three-mesh-ui three-mesh-ui] or [link:https://github.com/Jam3/three-bmfont-text three-bmfont-text].
- </p>
- <p>
- Stock fonts are available in projects like
- [link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts], or you can create your own
- from any .TTF font, optimizing to include only characters required for a project.
- </p>
- <p>
- Some helpful tools:
- </p>
- <ul>
- <li>[link:http://msdf-bmfont.donmccurdy.com/ msdf-bmfont-web] <i>(web-based)</i></li>
- <li>[link:https://github.com/soimy/msdf-bmfont-xml msdf-bmfont-xml] <i>(commandline)</i></li>
- <li>[link:https://github.com/libgdx/libgdx/wiki/Hiero hiero] <i>(desktop app)</i></li>
- </ul>
- </div>
- <h2>6. Troika Text</h2>
- <div>
- <p>
- The [link:https://www.npmjs.com/package/troika-three-text troika-three-text] package renders
- quality antialiased text using a similar technique as BMFonts, but works directly with any .TTF
- or .WOFF font file so you don't have to pregenerate a glyph texture offline. It also adds
- capabilities including:
- </p>
- <ul>
- <li>Effects like strokes, drop shadows, and curvature</li>
- <li>The ability to apply any three.js Material, even a custom ShaderMaterial</li>
- <li>Support for font ligatures, scripts with joined letters, and right-to-left/bidirectional layout</li>
- <li>Optimization for large amounts of dynamic text, performing most work off the main thread in a web worker</li>
- </ul>
- </div>
- </body>
- </html>
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