Text rendering #38
Labels
component: assets
Related to assets management (e.g. Textures, Shaders, Models, etc.)
component: bindings
Related to Python Bindings generation
component: engine objects
Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)
component: rendering pipeline
Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)
component: shaders
Related to creating/updating/refactoring glsl shaders from the engine
type: docs
type: feature
Description
This keeps track of the rendering text of any font in the 3d scene. There are two approaches we could follow. The first is drawing like bitmaps (we would require a special font file with the related texture atlas). The second approach makes use of FreeType and a more kind of modern approach. The one implemented in MuJoCo is the first one, so for the first implementation, we could use their font texture atlases.
Tasks
Notes
stb_font
as an initial optionThe text was updated successfully, but these errors were encountered: