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View Full Version : gw.text, possible to change size?


CarlCampbell
04-24-2008, 02:27 PM
Hi there!

Just wondering if anyone knew if it's at all possible to display gw.text at a larger size. If not, is there any way at all to have another type of textual feedback in the viewport of any kind representing an integrer value that could display in a larger size?

Cheers!

ZeBoxx2
04-24-2008, 02:32 PM
pretty sure that's a fixed (semi hard-coded) font.

I thought I remembered some other method to get information into a viewport - can't say I can actually remember what the method's or script's name was now, though.

One option is to create a Text Shape object, align that to view, position it where you want it, etc. That certainly gives you complete freedom over the font/etc. As long as that is stuck at the same distance from the view transform, then you shouldn't have to worry about zooming/etc. Otherwise, (say you want it to actually be in the scene - e.g. hovering over some object) gw.nonScalingObjectSize() is your friend.

CarlCampbell
04-24-2008, 02:47 PM
Well what I want to display is the current frame number so I need it to appear in a corner of the viewport all of the time so having it as a scene object really wouldn't cut it... I have a script that displays the frame number it's just I have to practically squint to see it sometimes. I'd love to have a BIG frame number displaying in the corner :)

Cheers!

eek
04-24-2008, 03:15 PM
build an instance of the text shape on each frame - use a time callback, even if you delete it - move it etc, it would rebuild it the next frame. Basically like a modifier does when making a box or something.

Biggest issue though it keeping it aligned to the view - maybe you could check if the viewport changes and align it based on that? Get current viewport transform matrix etc etc..

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04-24-2008, 03:15 PM
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