Thanks for your reply. Yes,  I know the time need for the texture must be
inacceptable, especially for my case, textures need to be created very
frequently from database query. Please forgive my naive, is it possible for
the 3d scene to render something like a JPanel on top of an object? Could we
create a JPanel on one side of a box and let it paint itself when rendering?

xiaohua
----- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, January 12, 2002 4:56 PM
Subject: Re: [JAVA3D] ask help for display long text on an 3D object


> Before I launch into this note I want to set the premise.  By reading your
> question I am assuming you want to show text within the 3d scene.
>
> The technology to display text in 3d can only be done 2 ways.  One way is
> done with a texture and another way is done with geometry. Text3d uses
> geometry in a  Shape3d that has the shape of the letters, all done with
> triangles in real geometry.  All other methods depend on textures to show
> the text.  For text to be crisp it has to be positioned in such a way that
> it aligned with the image plate and transformed such that one texel = one
> pixel.  If you took created a 512x512 texture with a bunch of text on it
and
> threw it on a cube within your scene, you would be able to read the text
> from some orientations and less so from others.  You described your
problem
> as not be solvable by an overlay.  A 3d overlay manages text panes and
keeps
> them aligned to the screen, which is an optimal way of doing text panels,
> chat boxes, and controls within the 3d world.  If you need to display text
> within the 3d scene then the image which comprises the texture needs to be
> sent to the card.  Big textures take a long time to stream over to the
card.
> The bigger the texture and the more frequently you update it, the slower
> your framerate will be.  That is why people who write overlay systems do a
> lot of extra work to minimize the impact by breaking up the image into
lots
> of smaller textures, only sending updates to the card for those
subtextures
> which matter.
>
> Dave Yazel
>
> ----- Original Message -----
> From: xhsun <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, January 12, 2002 10:28 PM
> Subject: [JAVA3D] ask help for display long text on an 3D object
>
>
> Sorry for the unclear of my last message. I need to display large amout of
> text on the surface of an object as part of the scene, which is different
> from text overlay. Read from the previous archive, there is an example
using
> textured quad, but that's actually similar to Text2D and the time to load
> long text is not acceptable. Even though the computer can be fast enough
to
> create the texture image from the text, what we get will be a big image
but
> not sth like the Text area in Java with a scroll bar. Could someone tell
me
> whether it is possible to create a Java Text area on top of an 3d object?
>
> Thanks in advance.
>
> xiaohua
>
>
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