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Proposal: dynamic text #62
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There's some prior work done at Mozilla that we should look into here and see if we can work with them further. https://github.com/MozillaReality/MOZ_text I know @feiss (the original author) is now at Embark, maybe we can work together on this? Hey Diego 👋 |
some dialog after the meeting happened about this proposal.
consulting with people about this i feel it may be best to not have this as a gltf extension at all, but giving (wasm) scripts the ability to access to shaders and geometry to solve this problem on a case by case basis. |
LOL Hi @robertlong!! nice to see you again, and see that there is interest in the MOZ_text extension. I'm currently quite busy at Embark, and I'm afraid I have no spare time at all to dedicate on this... unless on work hours. We do use gltf at Embark, so maybe there is some alignment here. Will check with my managers. Feel free to fork/get inspired/do whatever you want meanwhile :) |
Hey Diego, yeah if Embark is interested, we'd love to work together on this! I think we're still deciding what direction to take but we'll keep your work in mind. Thanks! |
Comment from Don McCurdy:
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this popped up during omi-chan meeting where Koolala and me stumbled into talking about fonts.
As far as i know 3D text is currently not supported in gltf it gets triangulated on export in blender.
i think this might be a place to create an extension, making it so the text object is modifiable could be helpful to import back into blender or other editor. but also give a hook as a WASM output field.
iFire let me know including ttf/otf might be a bit out of scope due to text rendering being very different depending on platform.
for this the proposal is trying out a 3D fonts stash as a set of 3D meshes for every character that could be contained into an external gltf file.
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