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