Properties
alwaysTransparent
alwaysTransparent: boolean = true
dynamic
dynamic: boolean = true
fragmentShader
fragmentShader: string = "SDFFont.frag"
geometry
geometry: BufferGeometry = new BufferGeometry()
group
group: Group = new Group()
hasWireframe
hasWireframe: boolean = false
index
index: Uint32Array | Uint16Array
indexVersion
indexVersion: number = 0
isImpostor
isImpostor: boolean = false
isLine
isLine: boolean = false
isPoint
isPoint: boolean = false
isSurface
isSurface: boolean = false
isText
isText: boolean = true
material
material: ShaderMaterial
parameterTypes
parameterTypes: { backgroundColor: object; backgroundOpacity: object; borderColor: object; borderWidth: object; fixedSize: object; fontFamily: object; fontSize: object; fontStyle: object; fontWeight: object; showBorder: object; xOffset: object; yOffset: object; zOffset: object } & { matrix: {}; background: object; clipCenter: object; clipNear: object; clipRadius: object; depthWrite: object; diffuse: object; diffuseInterior: object; flatShaded: object; interiorColor: object; interiorDarkening: object; metalness: object; opacity: object; opaqueBack: object; roughness: object; side: object; useInteriorColor: object; wireframe: object } = TextBufferParameterTypes
pickingGroup
pickingGroup: Group = new Group()
pickingMaterial
pickingMaterial: ShaderMaterial
positionCount
positionCount: number
texture
texture: CanvasTexture
vertexShader
vertexShader: string = "SDFFont.vert"
visible
visible: boolean = true
Optional wireframeGeometry
wireframeGeometry: BufferGeometry
wireframeGroup
wireframeGroup: Group = new Group()
Optional wireframeIndex
wireframeIndex: Uint32Array | Uint16Array
wireframeIndexCount
wireframeIndexCount: number = 0
wireframeIndexVersion
wireframeIndexVersion: number = -1
wireframeMaterial
wireframeMaterial: ShaderMaterial
Text buffer. Renders screen-aligned text strings.
var textBuffer = new TextBuffer({ position: new Float32Array([ 0, 0, 0 ]), color: new Float32Array([ 1, 0, 0 ]), size: new Float32Array([ 2 ]), text: [ "Hello" ] });