I'm looking at the implementation of the VRML Text node in Xj3D. I have
a few of questions, which relate to performance, and hence how I'll
implement it. Any insights as to the best way of implementing this would
greatly appreciated.

The VRML spec states that Text is a "two-sided flat text-string object".
This object has a status somewhere between true 3D geometry and
effectively just a string written as a texture. The interesting
statement though is that the text "geometry" object is still effected by
textures and material/lighting. The texturing bit is the worry. Without
that, it would be a simple choice to just use a texture. It becomes more
of a pain with texturing because then I have to do either multitexturing
or some sort of manual composition process. So, some questions:

1. The Text3D class does not state how or whether it is effected by
textures. Does it?

2. Performance of Text3D in changing the text string. A very typical use
of Text nodes in VRML is to implement HUD-type readouts of information.
That means high-speed text modification. As it appears that Text3D
internally tesselates geometry to create a 3D object. That has me
concerned about the performance impacts of high-speed text changing. Any
way of making this into something that will not be the major bottleneck?

3.Creating flat text. The FontExtrusion basically implies geometry that
has thickness. There's nothing to say how the shape is defined to
describe such a situation. In fact, I'm not really sure what limitations
are on the Shape instance. The docs seem to imply a single
straight-line, but it doesn't say what happens when I pass in, say a
Rectangle or GeneralPath instance.


Points to note.

- I've never seen, in real life, VRML content that uses textures on text
nodes. If we have to cop a performance penalty or architecture change to
accommodate this, then that's acceptable.

- The "best" solution is defined in terms of frame-rate performance. It
is mostly expected that the string(s) will change every frame, not doing
things like colour cycling or texturing. VRML allows a single Text node
to describe many strings (ie like a paragraph), which would result in
needing to update multiple Text3D instances every frame if that was the
chosen solution.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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                                               - Greg Bear, Slant
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