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blog.almostlogical.com
Adding Text-To-Texture at Runtime in Unity3D Without Using Render Texture I was working on a library in Unity that was using a lot of 3D text and therefore was requiring a lot of draw calls. This got me thinking, since all the pieces of text were on the same orientation plane would there be a way instead to draw all the text to a one texture and render that instead. Another benefit of doing this w
This post is long overdue as I put a lot of effort into the code behind this and when it was finally finished, I just never got around to blogging about it. A little while ago katopz a new member of the JigLibFlash team started work on Flash Player 10 specific version of JigLibFlash. Once he got it up and running I started work on optimizing it’s performance. I had done performance optimizations f
For those of you that have never heard of FIVe3D, it is a lightweight vector based 3D library now written in AS3. You can check it out for yourself, http://five3d.mathieu-badimon.com. In working on a small project using FIVe3D I discovered that while the 3D text part of the library is awesome it did not support multiline word wrap. I had seen examples of people using muliple DynamicText3D objects
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