I am making a game that needs a lot of text rendered at different distances.
Distance-field-fonts look perfect for this;
https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
I made the font itself no problem - the software and tutorial was great there. However, the tutorials only go into how to use this font with a SpriteBatch. As my game is 3D, this isn't very useful to me.
My game is currently set up to use Scene2d.ui in the 3d world to arrange labels in a virtual interface, but If I have to I'll switch to just making my own layout objects out of lots of meshs.
I am basically looking for any way to use lots of Distance field fonts in 3d space- lets just say on a rectangle with "hello world" on it. If it helps I think the game will likely have about a hundred "text planes" created at run time, but not changing once created.
Please bare in mind I have no real experience with shaders. Some explanations I have found when googleing skip over things that (I assume) are basic to others (like how to make a Shader from a ShaderProgram). I did try to research this myself, but needing to have a custom Shader, a custom Shader Program, a custom Shader Provider and manually reimplementing my own Labels to take the custom shader seemed like I was going into a black hole of blindly poking about when there might be an easier/more obvious way to use Distance-field-fonts.
Any help or pointers will be appreciated, Thanks.