PixelText
A special kind of text geometry where there is a texture that contains all letters of the alphabet and a rectangular geometry for each letter of the text where the corresponding part from the texture is mapped onto. This kind of text is very efficient, but has a low visual quality.
Inheritance
Code
XML encoding
<PixelText logFeature='' optimizationMode='auto' invalidateVolume='FALSE' normalUpdateMode='nice' cacheMode='auto' multiResolutionLevel='1' resolution='1' maxExtent='0.0' length='' string='' lit='TRUE' solid='FALSE' textureWidth='0' glyphGap='1' glyphSize='46' characters='' />
Classic encoding
PixelText { logFeature [""] optimizationMode ["auto"] invalidateVolume FALSE normalUpdateMode "nice" cacheMode "auto" multiResolutionLevel 1 resolution 1 maxExtent 0.0 length [] string [""] lit TRUE solid FALSE textureWidth 0 glyphGap 1 glyphSize 46 characters "" }
Interface
Filter: X3D only | Avalon only | All
id | Name | DataType | PartType | Default | ValueType | Description |
---|---|---|---|---|---|---|
characters | SFString | initializeOnly | The characters contained in the texture. By default, all printable ASCII characters are contained in the texture. When you know that you only need a subset of characters, or when you need non-ASCII characters, you have to specify the characters yourself using this field. Tip: Duplicates are automatically removed from the string, i.e. when you want to write the text "game over", you can use the same string for the characters field and you get a texture that contains the characters " aegmorv". | |||
glyphSize | SFInt32 | initializeOnly | 46 | The height of the characters in pixels in the texture. The larger this value is, the better the visual appearance of the characters gets, but you also need more texture memory. | ||
glyphGap | SFInt32 | initializeOnly | 1 | The number of pixels that are put between adjacent characters in the texture. Increase this number when you use bilinear filtering for the texture and get problems with characters bleeding into their neighbouring characters. | ||
textureWidth | SFInt32 | initializeOnly | 0 | The width of the texture in pixels. By default, this value is 0, which means that the width of the texture is automatically determined. This parameter is rarely used. | ||
lit | SFBool | initializeOnly | TRUE | Specifies whether to enable/disable lighting the geometry. TRUE enables lighting, FALSE disables lighting. | ||
resolution | SFFloat | inputOutput | 1 | factor for subdivision of mesh | ||
multiResolutionLevel | SFInt32 | initializeOnly | 1 | resolution level in progressive mesh | ||
invalidateVolume | SFBool | inputOutput | FALSE | set volume invalid | ||
normalUpdateMode | SFString | initializeOnly | nice | none; fast; nice | force update of normals; nice update is with creaseAngle, fast is without | |
cacheMode | SFString | initializeOnly | auto | auto; dlist; vbo; off | controls the creation of geo cache objects; auto is vbo or dlist for dynamic objects | |
optimizationMode | MFString | inputOutput | auto | auto; all, none, sharedVertex; stripFan; vertexResort; reduceIndexSize; singleIndex | optimization mode settings; used leading +/- to switch modes on and off | |
logFeature | MFString | inputOutput | state, child, parent, route, eventIn, eventOut | controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything |