The Dice need to have procedurally generated textures to display a given prompt loaded from a file.
This can be dead-simple now, just black text on a white background.
Text should wrap and shrink to fit the size of dice.
The Dice need to have procedurally generated textures to display a given prompt loaded from a file.
* This can be dead-simple now, just black text on a white background.
* Text should wrap and shrink to fit the size of dice.
Added examples/text_image.rs in ba19b63 which demonstrates a working version of this.
The "idiomatic" way to do this in Bevy is to have a "hidden scene" that renders to an image that is then used as a texture.
This feel inefficient -- we should just be able to blit text to an image right?
On the other hand it'll be nice to easily hook into the render pipeline for shaders and such. For example we can have animated textures pretty trivially.
Added `examples/text_image.rs` in ba19b63 which demonstrates a working version of this.
The "idiomatic" way to do this in Bevy is to have a "hidden scene" that renders to an image that is then used as a texture.
This feel inefficient -- we should just be able to blit text to an image right?
On the other hand it'll be nice to easily hook into the render pipeline for shaders and such. For example we can have animated textures pretty trivially.
The Dice need to have procedurally generated textures to display a given prompt loaded from a file.
Added
examples/text_image.rsinba19b63which demonstrates a working version of this.The "idiomatic" way to do this in Bevy is to have a "hidden scene" that renders to an image that is then used as a texture.
This feel inefficient -- we should just be able to blit text to an image right?
On the other hand it'll be nice to easily hook into the render pipeline for shaders and such. For example we can have animated textures pretty trivially.