Nice!
Note, these also exist in fastText, which is pretty popular:
TextRect%(x%,y%,w%,h%,text$,format%,encoding%)
TextBackground(r%,g%,b%)
I removed them and it works fine. The 3 declarations on the blank lib name are more trouble to me than not having them.
I found that rendering direct to the texdture buffer is the nicest feature here. I copied the portion where it render the text to the texture buffer in the main loop, and I still had 60 fps! Nice!
Note, these also exist in fastText, which is pretty popular:
TextRect%(x%,y%,w%,h%,text$,format%,encoding%)
TextBackground(r%,g%,b%)
I removed them and it works fine. The 3 declarations on the blank lib name are more trouble to me than not having them.
I found that rendering direct to the texdture buffer is the nicest feature here. I copied the portion where it render the text to the texture buffer in the main loop, and I still had 60 fps! Nice!
; SpeedText - Sample 2 ; Rendering To Buffers Include "include/SpeedText.bb" Graphics3D 800, 600, 0, 2 ST_Initialize( BackBuffer( ) ) Local font = LoadFont( "media/bolton sans.ttf", 22 ) SetFont font Local cam = CreateCamera( ) CameraClsColor cam, 30, 35, 35 PositionEntity cam, 0, 0, -3 Local light = CreateLight( ) LightColor light, 50, 50, 50 Local cube = CreateCube( ) Local tex = CreateTexture( 256, 256 ) EntityTexture cube, tex SetBuffer TextureBuffer( tex ) ClsColor 30, 60, 100 : Cls SetBuffer BackBuffer( ) ST_SetBuffer TextureBuffer( tex ) Text 10, 10, "This text was rendered" Text 10, 40, "directly to the" Text 10, 70, "texture's buffer." Text 10, 120, "Thank you," Text 10, 150, "SpeedText!" ST_SetBuffer BackBuffer( ) a = 0 While Not KeyDown( 1 ) TurnEntity cube, 1, 1, 1 RenderWorld Flip SetBuffer TextureBuffer( tex ) ClsColor 30, 60, 100 : Cls SetBuffer BackBuffer( ) ST_SetBuffer TextureBuffer( tex ) Text 10, 10, "This text was rendered" Text 10, 40, "directly to the" Text 10, 70, "texture's buffer." Text 10, 120, "Thank you," Text 10, 150, "SpeedText! " + Str$(a) ST_SetBuffer BackBuffer( ) a = a + 1 Wend