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I'm trying to combine BatchedText and your createBillboardMaterial, but I'm not good at shaders so I don't know why it doesn't work. Maybe I need to do some magic matrix stuff, but I can't figure it out which matrix to use :)
Could you please suggest what I'm doing wrong? Thanks again :D
BatchedText + createBillboardMaterial — all texts are fixed in camera view
BatchedText + material without modifications — all texts are in right places, but they don't look at the camera
P. S. It might make sense to add the createBillboardMaterial implementation to the repository, since Text looking always at the camera is a very common request among developers?
The text was updated successfully, but these errors were encountered:
Hmm, that's a tricky one. I'll try to see if I can make the batched matrix transforms work with other custom shader transforms. But you may be right about this being a common option that would belong in the base shader.
I am looking to use BatchedText with billboarding as well, text rendering is the most expensive part of our current three.js scene and would love to use BatchedText to speed things up.
Hello again :)
I'm trying to combine
BatchedText
and yourcreateBillboardMaterial
, but I'm not good at shaders so I don't know why it doesn't work. Maybe I need to do some magic matrix stuff, but I can't figure it out which matrix to use :)Could you please suggest what I'm doing wrong? Thanks again :D
createBillboardMaterial
source (it works with usual Text class just fine):#101 (comment)
https://codesandbox.io/s/createbillboardmaterial-xl6mt?file=/src/createBillboardMaterial.js:0-580
BatchedText
+createBillboardMaterial
— all texts are fixed in camera viewBatchedText
+ material without modifications — all texts are in right places, but they don't look at the cameraP. S. It might make sense to add the
createBillboardMaterial
implementation to the repository, since Text looking always at the camera is a very common request among developers?The text was updated successfully, but these errors were encountered: