Hi John,
I would like to know if you had this use case in mind when designing 2d rendering with SunBurn where a developer could use this to render some text using SpriteFonts?
If so, how would you advice us to move on?
Thanks ;)
Philippe
Hi Philippe,
We considered it, but rendering text with lighting is hard to read and rendering plain text is easy to do using SpriteBatch. So we focused on sprites / tiles.
For text rendering SpriteBatch is the best option and for in-level static text like signs, decals, and similar creating textures that contain the text is probably best.
Let me know if this helps!
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Ok John, even if I disagree with the Text lighting issue, it would have offered some cool stuff such as letting us do things such as:
Something like that is probably easier done using render to texture. Using a render target you can layout and render the entire ui as if it were a flat on screen ui. Then after RenderManager.Render() render it to a quad in world space using blending.