“Is this a bug or a feature?” :) funny
I think it´s a bug.
becarefull with the Text (EX9.Geometry) it´s very time consuming , for a word that´s ok ,but for a sentence that´s often very slow.
It really depends on the font that you are using , try to use the most simple font and maybe you can have good performance…
the .fx are pixel/vertex shader , i recomand phong for nice result .I always use a black color as ambient , white for specular , and a color for diffuse.
If you want something a bit faster / and a less plastic look use gouraud , use the directionnal for a basic lighting , and point for a spot shading.
Use the constant shader if you don´t want any lighting effect just a color.
when you use the Text (EX9.Geometry) thats create a 3d mesh out of the text , if you use a font like the one from the meso logo (no curve ) there will be not to much polygon in the mesh . If you use a gothic font full of curve and detail , that´s will be full of polygon , and time consuming…
Achtung: Text(EX9.Geometry) is only working when the created Mesh has a VertexCount of less than 65536, so larger texts must be split into smaller pieces.
Put an IOBox(Node) inbetween Text(EX9.Geometry) and Count(EX9.Geometry Mesh) as Count(EX9.Geometry Mesh) still seems to have the “Update Problem”
Yes, using the older version, because that is what we use in Rico’s. Hmzz… not so happy to hear that it is powerconsuming, because the patch I am going to impliment it in this is very BIG as it is already.
The count (EX9.Geomery Mesh) node is goood to know, as is the ViewFrustumCulling.
I cannot figure out what optimize does, or what it does in the helpfile, but that could be my old GF5700 graphic card.
Edit: ahh… the trick in the your other post with a IOBox (node) in between, works nicer than my switch :)
Currently running a funny one-liner textsroller :)