使用ModelBatch在3D libgdx中渲染BitmapFont [英] Render BitmapFont in 3D libgdx with ModelBatch

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问题描述

我想在libgdx ModelBatch中渲染一个BitmapFont.我只发现了带有"SpriteBatch"的样本.当然,我可以在3D空间中移动SpriteBatch,但是它可以在"ModelBatched"对象之前或之后渲染.但我想将其渲染到正确的z位置.

I want to render a BitmapFont within a libgdx ModelBatch. I've only found samples with "SpriteBatch". Of course I can move the SpriteBatch around in 3D space, but it is either rendered before or after the "ModelBatched" objects. But I'd like to have it rendered in the correct z position.

例如

  • 渲染modelInstanceA(z = 20)
  • 渲染字体(z = 30)
  • 渲染modelInstanceB(z = 40)

然后,modelInstanceB应该覆盖Render字体应该覆盖modelInstanceB.

Then modelInstanceB should cover Render Font should cover modelInstanceB.

换句话说,我想在ModelBatch上下文中渲染字体.

In other words I'd like to render a font within a ModelBatch context.

modelBatch.begin(camera);
modelBatch.render(modelInstanceA);
modelBatch.render(font);
modelBatch.render(modelInstanceB);
modelBatch.end();

是否有内置的方法来实现这一目标?

Is there a built in way to achieve this?

推荐答案

如果模型不透明,则可以在modelBatch.end()调用之后使用SpriteBatch绘制文本,但是您需要调用Gdx.gl.glEnable( GL20.GL_DEPTH_TEST);在spriteBatch.begin()之前.然后在spriteBatch.end()之后将其禁用以进行清理(默认情况下,libgdx类希望将其关闭).

If the models are opaque, you could draw your text with SpriteBatch after the modelBatch.end() call, but you'd need to call Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); before spriteBatch.begin(). Then disable it after spriteBatch.end() to clean up (libgdx classes by default expect it to be off).

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