Hi all,
i’m trying to use dx11 text in a 3d enviroment.
but i have some problem understanding how to have a correct rendering about text. for example i have a quad, and i want that a text is behind the quad and one in front of. Of course this is only a basic example (i’m attaching an example patch).
thanks all
ps. another question: why text dx11 dosen’t have a renderstate pin?
About no states, Blend/Rasterizer are pretty fine tuned for this rendering, so changing them don’t make sense (unless a custom pixel shader gets provided as well).
Since Text makes heavy use of clip/discard, depth is also rather tricky.
@microdee
seems quite interesting, hope to see a contribution soon, because the text is always a mess in vvvv :))
in the meantime for my project i solved in a rude way (turn the alpha of the text to 0 when needed.