Chapter 6: Text

This chapter describes how to add 2 dimensional (2D) and 3 dimensional (3D) text to a scene. 2D text is always displayed facing the screen. 3D text appears as an object in the scene and can be viewed from any direction. The font type and size can be changed for both types of text and the profile of the 3D text can be modified.

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Two Dimensional Text

An SoText2 node is available for creating screen-aligned text. The origin of the text is (0,0,0) and the origin is transformed by the current transformation matrix. However, the text itself always faces the screen. The text can be justified with respect to the origin and the line spacing can be modified. The 2D text is not affected by perspective changes. In other words, the height and width of two dimensional text does not change as the distance from the viewer changes. Two dimensional text is useful for labeling graphs or points in a scene.

Figure 6-2 on page 143 shows an example of SoText2 used for labeling continents on a globe. The SoFont node can be used to change the font type and size.

Three Dimensional Text

The primary difference between SoText3 and SoText2 is that 3D text has a thickness and can be displayed as solid letters. SoText3 is not constrained to face the screen. For instance, if the camera moves above the letters, the tops of the 3 dimensional letters are displayed on the monitor.

The shape of the text displayed with an SoText3 node can be changed by applying a custom extrusion profile. The profile can be defined using either a SoLinearProfile node or an SoNurbsProfile node. The profile can make the text appear beveled or curved, instead of blocky.

Figure 6-6 on page 149 shows the same globe as Figure 6-2 but uses an SoText3 node for defining the labels.


Author/Summarizer:
John Barrus


Up to Summary of The Inventor Mentor
Back to Chapter 5 - Shapes, Properties, and Binding
On to Chapter 7 - Textures