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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / docs / manual / introduction / Creating-text.html
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+<!DOCTYPE html>
+<html lang="en">
+       <head>
+               <meta charset="utf-8">
+               <base href="../../" />
+               <script src="list.js"></script>
+               <script src="page.js"></script>
+               <link type="text/css" rel="stylesheet" href="page.css" />
+       </head>
+       <body>
+               <h1>[name]</h1>
+               <div>
+                       <p>
+                               There are often times when you might need to use text in your three.js application - here are
+                               a couple of ways that you can do so.
+                       </p>
+               </div>
+
+               <h2>1. DOM + CSS</h2>
+               <div>
+                       <p>
+                               Using HTML is generally the easiest and fastest manner to add text. This is the method
+                               used for descriptive overlays in most three.js examples.
+                       </p>
+                       <p>You can add content to a</p>
+                       <code>&lt;div id="info"&gt;Description&lt;/div&gt;</code>
+
+                       <p>
+                               and use CSS markup to position absolutely at a position above all others with a
+                               z-index especially if you are running three.js full screen.
+                       </p>
+
+                       <code>
+#info {
+       position: absolute;
+       top: 10px;
+       width: 100%;
+       text-align: center;
+       z-index: 100;
+       display:block;
+}
+                       </code>
+
+               </div>
+
+
+
+               <h2>2. Draw text to canvas and use as a [page:Texture]</h2>
+               <div>
+                       <p>Use this method if you wish to draw text easily on a plane in your three.js scene.</p>
+               </div>
+
+
+               <h2>3. Create a model in your favourite 3D application and export to three.js</h2>
+               <div>
+                       <p>Use this method if you prefer working with your 3d applications and importing the models to three.js</p>
+               </div>
+
+
+
+               <h2>4. Procedural Text Geometry</h2>
+               <div>
+                       <p>
+                               If you prefer to work purely in THREE.js or to create procedural and dynamic 3D
+                               text geometries, you can create a mesh whose geometry is an instance of THREE.TextGeometry:
+                       </p>
+                       <p>
+                               <code>new THREE.TextGeometry( text, parameters );</code>
+                       </p>
+                       <p>
+                               In order for this to work, however, your TextGeometry will need an instance of THREE.Font 
+                               to be set on its "font" parameter.
+
+                               See the [page:TextGeometry] page for more info on how this can be done, descriptions of each
+                               accepted parameter, and a list of the JSON fonts that come with the THREE.js distribution itself.
+                       </p>
+
+                       <h3>Examples</h3>
+                       [example:webgl_geometry_text WebGL / geometry / text]<br />
+                       [example:canvas_geometry_text canvas / geometry / text]<br />
+                       [example:webgl_shadowmap WebGL / shadowmap]
+
+                       <p>
+                               If Typeface is down, or you want to use a font that is not there, there's a tutorial
+                               with a python script for blender that allows you to export text to Three.js's JSON format:
+                               [link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
+                               </p>
+
+               </div>
+
+
+
+       </body>
+</html>