Hey, you can use a simple Quadbased Mesh for the Text. Build a single Surface Text System, that's pretty simple. Use a Bitmap that contains all required Characters. Build a Mesh that contains the Max. Number of Characters you want to use for Text Output as Quads, one Quad has 2 Triangles, Example:
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Now when you want to write some Text simply use VertexTexCoords() to assign the Quads to the right Characters on the Texture.
So when you write a Text with 500 Chars then it might use 1000 Polygons. Of course this Mesh sould be positioned in front of the Camera. You can use any Alpha- or Mask Mode, or even better: Blending Modes using Multiply aso.
Note: such 3D based Text is always a bit blurred, especially in low screen-resolutions. It's nice for a Hand full of chars, but not so usefull for tons of text.
Goodies: Fade in/out using alpha, Zoom in /out, rotate, explode it, whatever you want.
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¦/¦/¦/¦/¦/¦/¦/¦/¦
Now when you want to write some Text simply use VertexTexCoords() to assign the Quads to the right Characters on the Texture.
So when you write a Text with 500 Chars then it might use 1000 Polygons. Of course this Mesh sould be positioned in front of the Camera. You can use any Alpha- or Mask Mode, or even better: Blending Modes using Multiply aso.
Note: such 3D based Text is always a bit blurred, especially in low screen-resolutions. It's nice for a Hand full of chars, but not so usefull for tons of text.
Goodies: Fade in/out using alpha, Zoom in /out, rotate, explode it, whatever you want.