Hi Oleg,

thank you so much for your comment. I saw your entry in the bug tracker and therefore I tried to go the way with the custom material. Unfortunately I cannot access the underlying material definition of the utility classes that are used to render the text in Text2DEntity. As they are all private and not exported from Qt DLLs I would need to copy them, but that's something I would really try to avoid. The custom material part was straight forward, based on your bug report and on a previous implementation of a specialized material definition.
But now I'm stuck with the missing access.

Cheers Volker

Am 18.12.2018 um 13:38 schrieb Oleg Evseev:
Hi Volker,

Yes, you have to add custom material because Qt3DRender::QShaderProgram s of default materials are inside private class, so you can't change shaders' code source.

Take a look at https://codereview.qt-project.org/#/c/182053/ (that was for including in qt 3d, but you could easily use it as custom material in your own app) and adopt it accordingly to Text2DMaterial.

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With regards, Oleg

вт, 18 дек. 2018 г. в 15:07, Volker Enderlein <volker.enderl...@ifm-chemnitz.de <mailto:volker.enderl...@ifm-chemnitz.de>>:

    Hi all,

    when building a rather complex Qt3D-Scene I needed some 2D-Text
    that has
    a 3D position, is always facing the camera, and fixed in size,
    independent of the camera settings.

    While looking over the components provided by Qt3D I stumbled across
    Text2DEntity and thought about how it can be tweaked ot fulfill my
    requirements.

    As all my requirements can be done inside a shader I thought about
    whether the QText2DMaterial that is used inside the class can be
    replaced by a custom material. But unfortunately the material is not
    accessible from outside.

    Text2DEntity can be embedded in another class that applies the camera
    information to it, but is there an easier solution to this problem?

    Cheers Volker

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