-
Notifications
You must be signed in to change notification settings - Fork 267
Lib.render.basic.Text
Thomas Mann edited this page Sep 5, 2025
·
3 revisions
Creates flat 2D Text as an Object in 3D Space from bitmap fonts. For each character a quad mesh is generated. [TextSprites] can be used to manipulate these generated objects.
Any String Operator like [AString], [RandomString], etc. can be used as string input.
The fonts used consist of a BmFont font definition file and the matching MSDF (multichannel distance field) texture
| Name (Relevancy & Type) | Description |
|---|---|
| InputText (String) | String / Input for the text to be drawn |
| Color (Vector4) | Defines which color the surfaces of the letters have |
| Shadow (Vector4) | Defines the color / opacity of the shadow that appears as an outline Colors brighter than 1 create a glow effect |
| Position (Vector2) | Offsets the position of the Text element |
| FontPath (String) | Defines which font is used |
| Size (Single) | Uniformly scales the Text |
| Spacing (Single) | Defines how wide the gaps between the letters and words are |
| LineHeight (Single) | Defines the space between the lines, if there are more than 1 |
| VerticalAlign (Int32) | Defines how high the letters are in relation to the pivot. Top: The pivot point is on the row line Middle: The letters are centered above the pivot Bottom: The pivot is at the bottom of the letters such as 'y', 'g', etc. |
| HorizontalAlign (Int32) | Defines where the pivot is located in the horizontal position |
| CullMode (CullMode) | Defines whether / which surface is rendered invisible |
| EnableZTest (Boolean) | Activates / deactivates whether the text covers / is covered by other elements. |
| Name | Type |
|---|---|
| Output | T3.Core.DataTypes.Command |
⚠ Everything else is automatically generated and will be overwritten regularly.
The user-facing documentation has moved to help.tixl.app. Edits made to pages on this wiki will be lost — please edit the sources under .help/docs/ in the main repo instead.
- Welcome
- Installation
- Introduction
- Basic concepts
- How TiXL works
- Video tutorials
- Keyboard shortcuts
- Exporting videos
- Exporting executables
- Live performances
- Presets and snapshots
- FAQ
- Operator reference
These pages stay here — they're for people building TiXL from source.
- Installing the dev build
- Coding conventions
- Operator conventions
- Developing operators
- Writing code ops
- Working with git
- Integration tests
- Manual testing plan
- Using RenderDoc
- Debugging the Player
- Visual Studio Code setup
- Standalone builds
- Release issues
- Audio roadmap
- Ideas for operators
- Transform gizmos
- Context variables
- Changing file-path format
- Updating the Home template
- Proposed breaking changes for main
- TiXL vs Tooll3
- Contributing