Re: 2D text in a 3D world

Neophytos Iacovou ([email protected])
Mon, 19 Jun 1995 10:52:26 -0500 (CDT)


Nathan J. Stranb> writes:
>
> > It is simple to do<- simple 'render' the text into a texture map
> > buffer, and apply that
> > a 3D world. Most interactive systems include vertex-level collision
> > detection, so detecting where the pointer (hand, ma> e, glove
> > hits the virtual panel is also simple, and transforming this 3D
> > location into 2D is simply a matter of applying the inverse transform
> > for the base object to the collision coordinate - you
> > 2D coordinate (relative to the top of the page if things are set up
> > correctly) and this can be used to find an index into the text.
>
> This is definately the way to go, 2-D text etc, can just be treated as
> and used with the existing texture nodes, the browsers just need to support
> .txt and .html

If you we **must** have text in our scenes) you
see the text "mapped" onto the monoliths. I say "mapped" because aren't textured or anything like that. We associate the text with a
polygon.

We say that Anytime a polygon is rendered the text gets rendered right after it, and
before

So, this is sort of like texturemapping, but it doesn't have the same
amount of overhead as little space on the the lines). By the time our text hits the screen itrted
to a series of 3Dlines. We

This method works really well for us. We but that is a seperate issue.

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Neophytos Iacovou Distributed Computing Services
University of Minnesota 100 Union St. SE
email: [email protected] Minneapolis, MN 55455 USA